Hydross the Unstable

This fight will consist of 3 Tanks; Frost, Nature and Adds. Hydross starts in his Frost Form. He will switch forms when he out ranges the beams he is tethered to at the start. This line is roughly where the 2 flags are located. This can cause the pull to be tricky since the raid starts on the Nature side and you want to keep him in the Frost side. To add to the mix, the adds before Hydross respawn after a short time. Charge, Lesser Invisibility Potions, Intercept are great ways to initiate the fight.

Once the fight has started, all DPS should kill the remaining adds if any are left. All DPS should wait for threat to be established on Hydross!! Pulling Hydross at anytime during this fight can cause a wipe.

During his Frost Form, melee will be split into 2 groups angled behind Hydross, creating a triangle with the tank. This will help reduce the amount of people affected by Water Tomb. Ranged DPS should stay spread out for the duration of this phase to also mitigate Water Tomb. Roughly after 1 minute the raid will have gained 4 stacks of Mark of Hydross and will proceed to kite him to the line for the next form.

When we are ready to switch Hydross's Form, ALL DPS MUST STOP! Healers should show caution as well during this transition. Once he crosses the threshold the Nature Tank will then pick Hydross up.

Abilities

  • Summon Elementals: Whenever Hydross switches form he summons 4 elementals matching his new form.

  • Immune to Taunt

  • Enrages after 10 minutes.

Frost Form

  • Melee: 5.5k frost damage base. Cant be blocked or cause crushing blows.

  • Immune to frost damage.

  • Mark of Hydross: Raid wide debuff with a 15 sec. cooldown. Stacks up to 6 times, increases frost damage by 10, 25, 50, 100, 250, and 500%. Has a 30 sec duration and is refreshed on each application.

  • Water Tomb: Single-target, 8 yard AoE, cast every 7 seconds. Stuns all affected players for 4 seconds and deals 4500 frost damage over 5 seconds.

Nature Form

  • Melee: 5k nature damage base, cannot be blocked, cannot crush.

  • Immune to nature damage.

  • Mark of Corruption: Raid wide debuff with a 15 sec. cooldown. Stacks up to 6 times, increases nature damage by 10, 25, 50, 100, 250, and 500%. Has a 30 sec duration and is refreshed on each application.

  • Vile Sludge: Single target debuff with a 15 sec cooldown. Reduces healing and damage done by 50% and 4k nature damage over 24 seconds.

Elemental Adds

  • Health: ~50K

  • Damage: ~6K Frost/Nature base melee damage

  • Immune to nature/frost damage


When he crosses the line his threat table is cleared and he will spawn 4 adds. This can easily wipe the raid if someone were to pull aggro causing him to cross the line again spawning 4 more adds. The OT will pick up adds and DPS will allow the Tank to build threat before burning them down then focusing back on Hydross. Killing the adds is crucial as their damage also increases with each Mark.

Rinse and Repeat. Each time Hydross changes form, he drops threat and spawns 4 adds. Continue good practice on target switching to adds each form change and we are golden!

  • Be ready to pick up Hydross during each transition.

  • OT pick up adds.

  • Don't keep Hydross too close to the line

  • STOP dps during transition.

  • Focus adds before Hydross.

  • DO NOT PULL THREAT.

  • Stay spread out during Frost Form.

  • Hold Heals during transition.

  • Keep spread out.

  • Keep everyone alive.