Often bosses will bring out additional mobs that have to be handled specifically.
For example:
- Melt them, kill them as quick as possible before they do bad stuff
- Focus all DPS on one at a time and kill them individually
- Kill them at strategic times because their death triggers a good or bad event (a ticking debuff or a pile of goo on the floor that saves us from another mechanic)
- Fixated – a player marked with this needs to run away from the add fixated on them because being touched will do enormous damage
When targeted with a ray of bad from the boss to the player, they should run around to aim it so that it goes off away from the group and don’t run it through melee when it comes out of the boss if possible.
Giant ball(s) floating around the room will hurt, slow, stun, etc. Do not touch.
Once the boss’s gauge fills up they will do an action that requires mechanics.
- “Bar” may fill from time, adds killed, mechanics triggered, damage done to the boss, etc.
- “Bar” may not be a bar and may be a counter or something similar
Finding a way around mechanics that makes it possible to beat the boss without doing what Blizz wants us to do.
For example:
- Adding a 3rd tank to avoid difficult 2 tank mechanics
- Exploiting a specific class ability such as DK Grip or Warlock teleport
- Brute force the boss down with sheer power and way too much HP on our side, usually done when farming older content
As a debuff builds, run to a designated spot in the room to cleanse it.
Various and often moving things can go off in boss rooms such as giant beams, laser grids, streaks of lava, fire vents, etc. Focus on avoiding them until the mechanic is done.
Everyone needs to avoid spots on the ground.
Players who have been marked with something bad that is about to fall off of them should run it out away from the group so it drops off at a safe distance.
Usually everyone will drop off their bad in the same place so it’s neatly tucked away but be careful not to step in someone else’s.
Yep, sometimes we have to do this, perhaps if the boss is mind controlled to fight for us momentarily while we focus an add.
Stand in a spot or touch something in the room to gain a buff.
(These are rare, and sarcastic players will tell you this in a “don’t stand in the bad” situation.)
Stand behind a provided pillar for protection from a boss attack.
Players may be possessed, have a copy made of them, encased in a trap, or some other predicament that can only be fixed by turning on them and doing damage.
Players will have an infectious debuff such as lightning, fire, poison, pulsing damage etc, and need to leave plenty of room between themselves and others (use a range check here if necessary).
Also: "Leave Room for Ganesh"
Sorry the wording on this has become a guild classic.
A player is the target of incoming damage and needs to run away from others so it doesn’t splash onto them.
Explosives will trigger when touched so we have to avoid them except for when designated players such as the off tank are told to go touch a few on purpose so we get rid of some in the room.
Part of the room will offer protection from damage, scurry over to it quickly.
Fights can require us to send people to different places and the raid leader will split the groups accordingly.
Some examples are:
- Fully split fights
- A different boss in each realm, each requiring dedicated tank, healers, dps for the whole fight
- Phase splits
- Teams will break off for a phase to kick ass in different places, often one has the main boss and the other area(s) will be fighting adds and mini bosses
- Tower defense
- Mobs will come from different places at different times and the group will be split to cover them efficiently
Converge on marked player(s) to absorb damage.
- This player should stand still to make it easy for people to stand on them
- Sometimes this means a few people running to another player, other times it means the entire raid stacks on the tanks, it depends
- Can also be used to describe standing in the way of a beam targeted at another player, not just a spot directly on them
One or more players needs to stand in a marked spot to absorb or prevent damage.
Two players will have a mark above their head or a colorful line connecting them.
These mechanics are broken two ways depending on the fight:
- Run away until the connection breaks
- Run towards each other to touch
We aren’t fighting the boss but packs of mobs that we must defeat before they can destroy our ally or whatever we’re protecting.