User:Serillian/Zereveus the Mutant

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This article is fan fiction.
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BossZereveus the Mutant
Image of Zereveus the Mutant
Race Twilight Dragon (Dragonkin)
Level ?? Boss
Location The Darkened Walkway, 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

Zereveus the Mutant is the fifth boss encounter in the Depths of Nightmare. He is a fallen Twilight Dragon resurrected by N'Zoth to serve as a nightmarish barrier to all enemies. The fight against him consists of attacking separate limbs in an attempt to detach them and break the boss apart literally. He can be seen like a secondary Kologarn concept-wise. Entering the combat area causes him to rise out of the seemingly bottomless chasm, breaking the bridge above him in the process and thus preventing further access into the depths. He must be defeated before gaining access to the rest of the Depths.

Background

During the siege of the twilight citadel, Zereveus was defeated defending it and then later on slain by the mortal heroes of the world. Following the demise of Deathwing, the old god N'Zoth began selecting potential individuals to serve him. Under his command, Prophet Sin'gurath had Zereveus brought to the Depths to have him revived and empowered via dark energy. With his resurrection and augmentation of immense power, Zereveus blocks intruders any further access into the nightmare depths. He personally looks forward to revenge and intends on acquiring it anyway possible.

Abilities

Zereveus has an enrage timer of 8 minutes on all difficulties. Both of his arms and body can be attacked separately but the body takes half of any damage done to the arms. When the body is attacked, the arms take half of any damage suffered by the body. Eventually the head becomes attackable which causes the body and arms to suffer half of the damage it takes.

Zereveus' Arms

Zereveus the Mutant will perform melee attacks as long as his arms are attached. When an arm is destroyed, Zereveus suffers damage equal to 50% of the destroyed arm's total health, unless it is impaled.

  • 40,000,000 (10-man Normal)
  • 55,000,000 (10-man Heroic)
  • 60,000,000 (25-man Raid Finder)
  • 120,000,000 (25-man Normal)
  • 165,000,000 (25-man Heroic)
  • Spell fire twilightflamebreath.png Wave of Darkness Important —  Zereveus sweeps his massive claw across the air in front of him, unleashing a devastating wave of shadow energy. Deals 330,000 (LFR: 165,000 /Heroic Difficulty: 660,000) Shadow damage to all enemies. 25 sec cooldown.
  • Spell priest shadoworbs.png Dark Orb — Important Zereveus conjures a shadowy orb(s) and sends it towards 1/3 (10/25) random players. The orb moves slowly at first but progressively speeds up over time until it hits its target. Deals 900,000 (LFR: 450,000 /Heroic Difficulty: 1,800,000) Shadow damage to the target and all nearby players within 10 yards and knocks them down for 1 second. Damage is decreased by 90,000 (LFR: 45,000 /Heroic Difficulty: 180,000) for every sec. the orb spends traveling to its target (down to a minimum of 90,000 (LFR: 45,000 /Heroic Difficulty: 180,000) Shadow damage dealt). 2 sec. cast. 45 sec. cooldown. Heroic Difficulty Knocks damaged players away (instead of knocking down) and reduces movement speed by 60% for 8 seconds.

Zereveus' Head

Every 90 seconds, Zereveus begins to attack the raid with an arsenal of breath attacks. During these attacks, his head is lowered enough to be attacked by players. Dealing enough damage to his head causes him to reel in pain and bang his head against the cavern walls. This causes large spikes to fall on the players. Zereveus' Head and Body share health but damaging one halves the damage taken by the other. He alternates between 1 out of 3 breath attacks.

  • Achievment boss ultraxion.png Zereveus Vulnerable — Important When Zereveus prepares to use one of his breath attacks, his head will be lowered close to the ground to allow players to attack his head. He will cast 1 out of 3 different breath attacks each time he does.
    • Spell shadow shadetruesight.png Corrupting Breath — Healer Alert Zereveus lets out a corrosive breath of dark energy. Deals 3,000,000 Shadow damage rapidly over 30 seconds. Dealing 7,500,000 (Heroic Difficulty: 15,000,000) damage directly to his head will cause him to cancel this attack. 25-man: 22,500,000 /(Heroic Difficulty: 45,000,000) damage is required to interrupt Zereveus. This attack will be used again if the required damage isn't dealt to his head in time. Heroic Difficulty Maximum health on all players is reduced by 30% for the duration.
    • Ability warlock shadowflame.png Void Breath — Healer Alert Zereveus breathes a stream of unstable shadow power. Inflicts 100,000 Shadow damage per sec. for 20 seconds. Dealing 6,000,000 /(Heroic Difficulty: 12,000,000) damage directly to his head will cause him to cancel this attack. 25-man: 18,000,000 /(Heroic Difficulty: 36,000,000) damage is required to interrupt Zereveus. This attack will be used again if the required damage isn't dealt to his head in time. Heroic Difficulty Shadow damage taken by all players increased by 50% for the duration.
    • Spell shadow gathershadows.png Shadow Breath — Healer Alert Zereveus unleash a cloud-like breath attack, dealing 60,000 Shadow damage per sec. and reduces the healing taken by all players by 5% per sec. for 20 seconds. This effect stacks. Dealing 9,000,000 /(Heroic Difficulty: 18,000,000) damage directly to his head causes him to cancel this attack. 25-man: 27,000,000 /(Heroic Difficulty: 54,000,000) damage is required to interrupt Zereveus. This attack will be used again if the required damage isn't dealt to his head in time.
  • Spell shadow focusedpower.png Void Volley — Deadly If there are no targets in melee range of Zereveus, he will unleash a series of high powered shadow attacks. Deals 155,000 (LFR: 77,500 /Heroic Difficulty: 310,000) Shadow damage to all enemies and increases damage taken by 100%. This effect stacks. 1 sec cast. Will be used until a target enters melee range. Zereveus does not lower his head for this attack.

Cavern Spikes

When Zereveus has taken enough damage to his head, he will reel back in pain and slam his head against the cavern walls. This causes many spikes to fall on players' location.

  • Spell nature earthquake.png Deep Spike Deadly — Important The cavern shakes and rumbles from Zereveus' head collision. Causes many spikes to fall on the location of all players per sec. for 8 seconds. If a spike falls on a player, they will suffer 700,000 (LFR: 350,000) Physical damage, with armor being ignored, and become impaled to the ground until they bleed out. Players will suffer 10% of their health in damage per sec. until killed. Players hit by spikes cannot be healed. Heroic Difficulty Instantly kills players struck by Deep Spikes.
    • Spike Elemental Heroic Difficulty —  When Deep Spikes fall on the ground, the spikes come to life and attack the players.
    • 788,000 (10-man)
    • 2,364,000 (25-man)
  • Ability gouge.png Spike Impalement —  While Zereveus recovers from his wound, his arms are vulnerable. If a Deep Spike falls on his arm, the sheer and sudden pain will stun Zereveus, causing him to cease all actions while he attempts to free himself. Damage taken by the impaled arm is increased by 100% while the arm suffers 30% of its health in damage over 30 sec. If the arm is destroyed, it will break off of Zereveus and inflicts its maximum health in damage to Zereveus' body. Heroic Difficulty The impaled arm suffers 15% of its health in damage over 30 seconds.

Armless

If any of Zereveus' arms are broken off, the severed limbs will gush out black blood, hinting at N'Zoth's corruption. He can no longer use Wave of Darkness or Dark Orb. Additionally, Zereveus can no longer perform melee attacks if both arms are detached.

  • Ability vehicle oiljets.png Blood Spray — Healer Alert Zereveus flails his broken arm about in an attempt to fight. Deals 45,500 (LFR: 22,750 /Heroic Difficulty: 91,000) Shadow damage to all players per sec. until he is defeated. If both arms are broken, the damage is doubled.
  • Spell fire twilightnova.png Shadow Shockwave — Deadly In fit of rage, Zereveus slams both of his severed arms down in front of him. The resulting shockwave deals 3,874,500 /Heroic Difficulty: 7,749,000 Shadow damage to all enemies. Damage is split between all players within 6 yards of one another. This attack is used faster the longer he remains alive. 25-man: 11,623,500 /Heroic Difficulty: 15,498,000 Shadow damage inflicted, dividing the damage among all players hit. 4 sec cast. 30 sec cooldown. Cooldown is reduced by 5 sec. after each use (down to a minimum of 5 sec. cooldown). Heroic Difficulty Knocks all damaged players away, intentionally out of melee range.
  • Spell fire twilightfire.png Twilight Breath —  Zereveus leans forward and unleashes a torrent of dark energy that sweeps across the cavern. Deals 250,000 Shadow damage to all players and increases Shadow damage taken by 25%. This effect stacks and lasts 20 seconds. 1 sec. cast. 15 sec cooldown.

Strategy

Start off stacked up close to the boss and begin dps on his body. His first attack Wave of Darkness can easily be healed through. When Dark Orbs go out (20 seconds after each Wave), the target players must run out of the raid and away from the boss to give the orbs enough time to decrease in damage before it catches to a player exploding on them for 90k minimum damage. Running out when targeted is imperative as to prevent the raid taking the massive damage that will be done to them when the orb hits its target before it lowers its damage (the damage will usually one shot if the orb hits a few seconds after being summoned) and to allow damage to continue on the boss.

90 seconds into the fight, Zereveus will eventually lower his head and his 1 out of three powerful breath attacks that will be used back-to-back if enough damage isn't done to his head. Defensive cooldowns should be on all of them especially for Shadow Breath since it progressively reduces healing over time while it deals damage. Dps should immediately attack the head the moment it becomes available to get Zereveus to stop his attack fast. Once damaged enough, the head will dramatically swing about crashing against the cavern walls. This causes a ton of spikes to fall on the location of players and will likely kill someone if they stand still.

However, if one stands near the boss' arm/claw, the spike will fall on that instead of stunning the player. When this happens, the arm is impaled and takes double damage from players. It will also bleed for nearly a third of its health over 30 seconds. Use this time to blow cooldowns and burn the arm down to kill it. When destroyed, the arm detaches from the boss and damages him for 100% of the detached arm's max health. Doing this again to his other arm will stop the boss from meleeing and using Wave of Darkness and Dark Orbs. This begins another "phase" where he can no longer attack using his claws but will bleed out via Blood Spray, putting a permanent dot on the raid that deals about 45.5k damage every sec. per arm (up to 91k damage per sec.)

The raid will want to stack up in front of the boss again since he will start using an attack called Shadow Shockwave which will split massive damage between players that are stacked up 6 yards apart. Anyone outside of that radius will take the full damage and end up dead. Zereveus will also use Twilight Breath this phase in place of Wave, Dark Orbs and his other breath attacks. This damage can be healed through but over the course of this phase, Shadow Shockwave will be used more often to the point where both will be used behind one another. Combined with the Blood Spray dot, the longer this phase lasts, the tougher it will be to heal through the increase in damage (each Twilight Breath causes players to take 25% more Shadow damage). Fortunately, the boss should be low enough after both arms are destroyed where he can be killed about 1-2 minutes into this phase. Long cooldowns should be saved for this part of the fight where it'll be needed most to kill the boss with few deaths if possible.

Heroic Changes

  • Attacking the body no longer damages the head (vice versa). Same applies for the arms and body.
  • Players hit by Dark Orbs will be knocked away and snared instead of knocked down.
  • Corrupting Breath reduces the max health on all players by 30% for its duration, effectively increasing healer pressure.
  • Void Breath increases Shadow damage taken by players by 50% for its duration.
  • When Deep Spikes hit the ground, a Spike Elemental will form per spike and attack players.
  • Impaled arms suffer 15% of their maximum health as damage over 30 seconds, down from 30%.
  • Players take 1% increased Shadow damage from all sources each time Blood Spray deals periodic damage.
  • Shadow Shockwave will knock all players away, out of melee range. This causes Zereveus to cast Void Volley as a "tactical" backup attack.

Quotes

Intro
  • The ground rumbles with colossal force. Something enormous is arising from the depths!
  • A massive behemoth, part twilight dragon part abomination, rises before the players. The only access that leads further into the Depths is shattered following this creature's arrival. Zereveus the Mutant stares at the players.
  • You mortal fools! You should know by now that you cannot stop what fate has in store for your world!
  • Prepare to meet your end!
Aggro
  • You will go no further, mortals! Your journey ends here!
Dark Orbs
  • The darkness shall torment your very souls!
Breath Attack
  • Embrace the finality of your existence!
  • Eternal doom upon you!
  • This ends here!
Damaged Head
  • Zereveus roars in pain as he slams his head against the cavern walls!
Spike Impalement
  • Aaaaaaagh!
  • Zereveus' arm is impaled by the spike. His arm is vulnerable to attack!
Armless
  • You've done it for the last time! You will all perish!
  • The old god's corruption flows through my body. Experience its power and despair!
Player Killed
  • Fall before the monstrosity that I am! FALL BEFORE ZEREVEUS!
  • Join us and perhaps you will feel the nightmare's power surge through you!
  • You've had your moments while you can! It's only fair that I end it here.
  • Zereveus roars with triumph!
Berserk
  • For the unending glory of N'Zoth!
Death
  • My time is up... but yours... soon will be too.

Achievements

  • Depths of Nightmare - Defeat the bosses in the Depths of Nightmare.
  • Heroic: Zereveus the Mutant - Defeat Zereveus the Mutant in the Depths of Nightmare on Heroic difficulty.
  • Bowling Master - Defeat Zereveus the Mutant in the Depths of Nightmare on Normal or Heroic difficulty after allowing his Dark Orbs to hit all raid members three times.