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Moam Guide


Crikrunner

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This is a long over due write up. Information contained here in had been stolen from other websites, field tested and reposted as my own. Most was "barrowed" from Wowwiki. Holy cow is this long and I keep remembering things I need to add.

Moam or (the big meanie of a sphinx 3 bosses in on the right)

Like most aq boss fights this fight consists of two or more phases. The 2nd phase begins at 90 seconds.

Phase I (mana suck age)

During Phase 1 and all odd numbered phases 3, 5, 7, etc... Moam steals 500 mana from a cone arc (120 degrees is my best guess after many fights here) of casters. All casters in this arc loose 500 mana and Moam gains 1000 for each person in it. This is why the casters need to be spread out surrounding Moam as best as you can. ALSO don't drink mana pots or use mana regen abilities during this phase as Moam will just steal it right back. DO cast instant cast spells once you run out of mana as soon as you can (if you cast a 3 sec spell, the mana can get stolen during the 3 seconds and the spell fizzles) Once we all run out of mana, Moam, can't steal very much mana anymore so we won't have to worry about Moam getting full. Should Moam reach approx 100 percent mana , a 3000 point arcane blast insues, with another 1000 ish dmg in falling. This kills all the rogues,shamans,druids except a tank or two. So on weeks that we have less that 3 priests, 3 Warlocks, and a hunter to drain mana Moam will explode as some point during the fight. We therefore should run away when moam hits 80percent mana. Note moam’s mana drain isn't predictable do to the random facing arc that gets drained, so some mana drains are 5 percent gain for Moam others are 20 percent or more if people are clumped together with mana. Melee dps then needs to watch moam’s mana and run away at 75-80 percent then come back after the explosion on said weeks.

Moam's 2nd ability is an aoe cleave for around 1000 dmg. This can mostly be avoided by having all melee dps on the back side of moam. However moam will change facing to drain mana so staying spread out is still important for melee too so you all don't get caught in the aoe at the same time as healing is limited.

Moam can be taunted, so you can dps slightly harder than normal, but watch your place in the threat meter. Taunt will only give the warriors 6 seconds to regain their top spot, so if you over aggro back off for a few seconds completely.

Phase 2 (gargoyle love)

This begins at exactly 90 seconds after moam was aggroed. Two things happen: 3 adds spawn and Moam enters stoneform.

Stoneform

Moam no longer deals any dmg nor steals mana. Moam's armor and mana regen rates do go sky high. Casters can and should now drink mana pots as you will most likely be oom. Warriors can put away their shields and dps like mad. Healing druids should intervate a healer, and if not themselves re cat form and dps moam till dead. Shaman's should heal any dmg from the add spawning and if they were all banished go help dps allowing mana to regen. Fiery weapon totem will help the melee dps deal more dmg due to Moam's high armor in this state. Moam no longer stealing mana will regen mana rather quickly but not quite as fast as he stole it. Warlocks will be banishing / draining mana/ doting if able. Priests should be mana burning still and doting when moam's mana is below 50. Note Phase 2 ends after 90 more seconds of if Moam reaches full mana, so keeping the mana below full is #1 priority for priests / warlocks. Should 90 seconds pass or Moam reach full mana phase 3 starts which is just another phase 1 which should 90 seconds pass phase 4 or another 3 spawn of elementals, though last this long with out killing moam would be harder than just killing it. If we don't kill Moam before he comes out of stoneform we will most likely wipe. Therefore if the mana drain is keeping moam from gaining mana priests should shadow word pain, and warlocks stack up instant cast dots too.

The Spawns

3 elementals spawn in a triangle centered on Moam. They have few hit points, but chain cast an approximately 1000 point arcane blast, also if you take dmg from this you will be silenced for 10 seconds. Warlocks need to call out if silenced so we can immediately burn down there add. Hunters need to instantly shoot the spawns when they appear to pull them away from Moam. Note they are immune to your distracting shot, so one regular shot on them is all you need. Your goal is to pull them far enough away from Moam that their aoe attack no longer hits the melee dps. Warlocks will then banish their assigned hunters elemental. Both hunter and warlock's pets should then be on the elemental to keep it distracted when it becomes unbanished. Warlocks need to time there banishes exactly, the KEY to this fight is keeping these permanently banished till moam dies. Warlocks should be recasting banish before the old spell wares off, half a second (.5) from finishing your banish spell your elemental pops back into the world and is immediately rebanished. Note they instantly cast arcane blast on repoping and will tear through the melee dps. This does require some skill and a timer or mod. I recommend you practice some time on elementals in arathi highlands to get the timing down. Once your elemental is banished you need to retarget moam and drain/dps till just before your add comes loose. Technically this is a great fight to prove your stuff warlocks.

Once Moam goes down the adds should be killed one by one as they unbanish. Melee dps should be careful to bandage to full health before engaging unless you have high arcane resist or hit points.

Class by Class summary (p=phase)

Main Tank: p1 Keep aggro. p2 put away shield, pick up loose adds should no other tanks be available.

Warriors: p1 DPS like crazy p2 DPS even harder. Use bandaids, pick up loose spawns and tank them, if re banished dps moam more use potions when needed throughout and get health stones before we get there.

Rogues: p1 DPS hard use bandaids if you get caught in aoe too many times, bring health potions, get health stones before we get to moam. p2 DPS moam, stay on moam even if we have loose spawns only the tanks should engagespawns in melee: Don't forget your bandaids.

Shaman: p1 primary healers call out when oom an go dps then. Heal as you get mana back. p2 Drink a mana pot, help heal tanks/dps from the spawns. Ranged dps spawns if loose then DPS Moam.

Druid: p1 Start in cat form DPS. As shamans run out of mana pop and help heal. If your about go oom recat and DPS. p2 pop inervate a healer, if not self recat and DPS, other wise help heal then dps once all adds are banished

Mage: p1 DPS fast, run out of mana as quick as possible so Moam cant keep stealing any. Wand and cast instants as mana comes back. p2 Drink mana pot/mana regen talent then maximum dps on Moam, assist killing any loose adds first though that weren't banished.

Priests: p1 Chain Cast Mana Burn. p2 Drink mana pot, Chain Cast Mana Burn. If Moam's mana is under control ie going to stay below 100 for the next 90 seconds then cast a dot if mana permits.

Hunters p1 DPS Moam, at 30 seconds in lay one ice trap 1/2 way to moam to pull the spawns into. p2 Drink mana pot, pull spawn to ice trap put pet on it. Then DPS loose spawns if all are controlled then DPS moam.

Warlocks p1 Cast curse, Mana Drain over an over if moam's mana below 50 stack up instant cast dots p2 Drink Mana potion assist your hunter Banish his target once its banished, Mana Drain Moam, retarget and banish your add before it repops, if spawns all banished and moams mana is under control recast dots then mana drain somemore. You are the KEY to this fight keep your add banished, and rebanish it without it even taking a breath, and we win!!!

Edited by Crikrunner
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