Fauxmire
Boss Information
Health: 543 Million (5/12/16)
Enrage: 8.5 Minutes
Difficulty: 7/10
DPS Requirement: >1 M
Enrage: 8.5 Minutes
Difficulty: 7/10
DPS Requirement: >1 M
Raid Setup
- 2 Tanks
- 2 Raid healers
- 1 ST Healer
- 1 Defiler
- 1 Bard/Oracle
- 1 Archon (Harbchon best)
- 12 ST DPS
Day Phase (1.5 Minutes)
Boss Mechanics
Sun Blight: Debuff on Active Tank that stays throughout the fight. If the tank is hit by Fauxmire in the night phase, he will be one shot. This tank needs to only tank the boss in the day phase. The other tank needs to tank during the night phase.
Sun Beams: 1.3 Second cast. Needs to be interrupted. If interrupt is missed, it applies a huge DoT on the tank called Day Break (See Below).
Day Break: Heavy DoT applied on the tank if Sun Beam cast is not interrupted.
Sun Scarred: Day buff on the boss. Every 3 seconds the buff is active, the boss gains 3% damage increase (Stacking buff called Building Scars). These can be removed by running the boss through the Fallen Shadows.
Fallen Shadows: Purple area on the floor. Stepping into this makes you immune to synapse flare (See Below). You don’t have to stand in it, just run through.
Synapse Flare: Uninterruptible cast. Whoever does not have the Fallen Shadows buff will be one shot.
Bright Bioluminescence: 15 Second buff on Fauxmire. All ranged attacks will radiate damage 5 meters around them. Watch out.
Vibrant Bioluminescence: 15 Second buff on Fauxmire. All melee attacks will radiate damage 5 meters around them. Same rules at Bright Bioluminesence (See Above).
This phase lasts for 1.5 Minutes, and then the Night Phase begins. These phases alternate every 1.5 Minutes, so be aware of the time.
Sun Beams: 1.3 Second cast. Needs to be interrupted. If interrupt is missed, it applies a huge DoT on the tank called Day Break (See Below).
Day Break: Heavy DoT applied on the tank if Sun Beam cast is not interrupted.
Sun Scarred: Day buff on the boss. Every 3 seconds the buff is active, the boss gains 3% damage increase (Stacking buff called Building Scars). These can be removed by running the boss through the Fallen Shadows.
Fallen Shadows: Purple area on the floor. Stepping into this makes you immune to synapse flare (See Below). You don’t have to stand in it, just run through.
Synapse Flare: Uninterruptible cast. Whoever does not have the Fallen Shadows buff will be one shot.
Bright Bioluminescence: 15 Second buff on Fauxmire. All ranged attacks will radiate damage 5 meters around them. Watch out.
Vibrant Bioluminescence: 15 Second buff on Fauxmire. All melee attacks will radiate damage 5 meters around them. Same rules at Bright Bioluminesence (See Above).
This phase lasts for 1.5 Minutes, and then the Night Phase begins. These phases alternate every 1.5 Minutes, so be aware of the time.
Night Phase (1.5 Minutes)
Boss Mechanics
Awakened Shadow: Debuff placed on the active tank. It’s a permanent buff and this tank can only tank Fauxmire during the night phase. During the day phase, this tank will be one shot.
Synapse Lance: Uninterruptible cast on the tank. Huge DoT, and only cooldowns (UT or covenant for clerics; invigorate/essence flow for primalists) can prevent death of active tank. Synapse lance happens 3 times per night phase.
Synapse Rain: Bubbles that will spawn on random players, dealing 20K damage a second after 2 seconds from placement. The raid needs to stay spread out (More than one bubble on one player will instantly kill the player). Synapse rain happens 4 times every night phase; 2 times when pacman (As Oria calls them) spawn and 2 times when the last Synapse Lanc is cast.
Pacman: At the end of the first Synapse Lance, the room will be crossed by several AOE that look like pacman. They deal 75K damage if touched without the “Guided by Light” on the player.
Guided by Light: During the night phase, the tank will gain a reactive that applies 2 immunity stacks to each raid member. The stacks are used when a player is hit by a Pacman. Use these strategically, i.e. get hit by a Pacman in order to avoid Synapse Rain.
Death Penalty: Every time a player dies during the night phase, Fauxmire gains a buff that decreases his damage taken by 10%. The buff lasts until the end of the phase. If you screw up mechanics, you hurt everyone.
Synapse Lance: Uninterruptible cast on the tank. Huge DoT, and only cooldowns (UT or covenant for clerics; invigorate/essence flow for primalists) can prevent death of active tank. Synapse lance happens 3 times per night phase.
Synapse Rain: Bubbles that will spawn on random players, dealing 20K damage a second after 2 seconds from placement. The raid needs to stay spread out (More than one bubble on one player will instantly kill the player). Synapse rain happens 4 times every night phase; 2 times when pacman (As Oria calls them) spawn and 2 times when the last Synapse Lanc is cast.
Pacman: At the end of the first Synapse Lance, the room will be crossed by several AOE that look like pacman. They deal 75K damage if touched without the “Guided by Light” on the player.
Guided by Light: During the night phase, the tank will gain a reactive that applies 2 immunity stacks to each raid member. The stacks are used when a player is hit by a Pacman. Use these strategically, i.e. get hit by a Pacman in order to avoid Synapse Rain.
Death Penalty: Every time a player dies during the night phase, Fauxmire gains a buff that decreases his damage taken by 10%. The buff lasts until the end of the phase. If you screw up mechanics, you hurt everyone.
Add Mechanics
Forest Children:
These spawn in the first night phase and stay the rest of the fight. They wander around during the night phase and are still in the day phase. They radiate heavy AOE damage. A cleric tank can pick them up, but you need to rely on the raid to not do the stupid. You need to mark them because their nameplates are very tiny, and they are hard to see.
These spawn in the first night phase and stay the rest of the fight. They wander around during the night phase and are still in the day phase. They radiate heavy AOE damage. A cleric tank can pick them up, but you need to rely on the raid to not do the stupid. You need to mark them because their nameplates are very tiny, and they are hard to see.
Lord Arak (2/9) Lady Envy (4/9)
Loot Table
The loot table is complete, but is pending beautification. Please forgive our mess.
Note: All Nexian, Enigmatic, Ruin Forged and Nightmare Steel gear is convertible to Fortified (tank).
2 Drops
1 Ring
1 Glove
Ring
Signet of the Mind Lord - Rogue DPS - CP200
Loop of the Ruins - Cleric DPS - CP200
Ring of Madness - Mage DPS - CP200
Band of Unwelcome Insight - Warrior DPS - CP200
Gloves
Nightmare Steel Gauntlets - Warrior DPS - AP123
Ruin Forged Grips - Cleric DPS - SP123
Enigmatic Leather Gloves - Rogue DPS - AP123
Nexian Silk Handwraps - Mage DPS - SP123
Note: All Nexian, Enigmatic, Ruin Forged and Nightmare Steel gear is convertible to Fortified (tank).
2 Drops
1 Ring
1 Glove
Ring
Signet of the Mind Lord - Rogue DPS - CP200
Loop of the Ruins - Cleric DPS - CP200
Ring of Madness - Mage DPS - CP200
Band of Unwelcome Insight - Warrior DPS - CP200
Gloves
Nightmare Steel Gauntlets - Warrior DPS - AP123
Ruin Forged Grips - Cleric DPS - SP123
Enigmatic Leather Gloves - Rogue DPS - AP123
Nexian Silk Handwraps - Mage DPS - SP123
Kalerts
Range debuff:
KA:Fauxmire - Bright Bioluminescence:a++bceNotjtEOgjAMRX+FL0AQQZM+iWzGFzQE30
jIZEWbjI2MGcPfO9Dcm6Zpm9sDMdQwKjGjhaWtgUNu6flyQU5GvQfSOKHuELTRCJE/4l6RV0W9g0
I4sWnul0Y8SJGbW+qMnhqJPSm0LQ6j+aBF2Yq+V9Q5MrrFUMoJ4mh3gCxJIN2H2a/E4dbnV8fyzI
KC5XfOob7eTqysWeUX3sv/JF0R/uMk8szZisS/TnA/eA
Melee debuff:
KA:Fauxmire - Vibrant Bioluminesence:aOVYJeNotTlsKwjAQvIonqKl9KOyfmoLgixL9Kp
S02cBCmpQ0Ir29qcoMyzAMOwMpCBiNnNHDIgVU8KTOSxtWe3LmNZDFCW2PYJ1FYDFVRbCImnSAow
xy3TxOjezIUJhb6p2dGoWaDPoWh9G90aNqpdaG+kDOtjJRaoKU5TsosxyKbVL+Tpps4v8LP3MO4n
Y/8KvgdXQil+Ks+Hb/7YzFteV3S/UB7Fc+Gg
Buff picked up to protect from synapse flare:
KA:Fauxmire - Fallen Shadows:aMum/eNotjsEKwjAQRH/FL6ipqUGYk2gDXlTaeCuU1aQYjK
m0Aenfu1Yvs8MMzFvkMHgFmtyArzXQ0BSCi4v6TrZ/j4h9dBDccsNXoPJdwp4SLZvLoaGrDz5Nrb
/1cWwsDY+WXSIfny6mVuSZtSM2QqFQEmqVFT/JM8mb9VaXMKfzrjyasuJgJgnI9Yz7x1LwY2rG6w
/i2TVa
Buff protection stacks for pacmans:
KA:Fauxmire - Guided by the Light:anXO/eNotjtEKgkAQRX/FL7BV04J5LI0gepDtTYjVX
XNIdsWZHiT699YtzmWYuQx3BhKQMI1qMTOsrYQKTi/URkftEvFgogs+BgbrrAHhVyqP8NTYMxwVq
01zOzeqxRF5uWPnLDU04YzselJomdJYa4K9SGGbZ5Dv4uJXkjj1eW9i1T3pA4fyKsvaO14rmQjP/
O0wFeF29QV8oTco
KA:Fauxmire - Bright Bioluminescence:a++bceNotjtEOgjAMRX+FL0AQQZM+iWzGFzQE30
jIZEWbjI2MGcPfO9Dcm6Zpm9sDMdQwKjGjhaWtgUNu6flyQU5GvQfSOKHuELTRCJE/4l6RV0W9g0
I4sWnul0Y8SJGbW+qMnhqJPSm0LQ6j+aBF2Yq+V9Q5MrrFUMoJ4mh3gCxJIN2H2a/E4dbnV8fyzI
KC5XfOob7eTqysWeUX3sv/JF0R/uMk8szZisS/TnA/eA
Melee debuff:
KA:Fauxmire - Vibrant Bioluminesence:aOVYJeNotTlsKwjAQvIonqKl9KOyfmoLgixL9Kp
S02cBCmpQ0Ir29qcoMyzAMOwMpCBiNnNHDIgVU8KTOSxtWe3LmNZDFCW2PYJ1FYDFVRbCImnSAow
xy3TxOjezIUJhb6p2dGoWaDPoWh9G90aNqpdaG+kDOtjJRaoKU5TsosxyKbVL+Tpps4v8LP3MO4n
Y/8KvgdXQil+Ks+Hb/7YzFteV3S/UB7Fc+Gg
Buff picked up to protect from synapse flare:
KA:Fauxmire - Fallen Shadows:aMum/eNotjsEKwjAQRH/FL6ipqUGYk2gDXlTaeCuU1aQYjK
m0Aenfu1Yvs8MMzFvkMHgFmtyArzXQ0BSCi4v6TrZ/j4h9dBDccsNXoPJdwp4SLZvLoaGrDz5Nrb
/1cWwsDY+WXSIfny6mVuSZtSM2QqFQEmqVFT/JM8mb9VaXMKfzrjyasuJgJgnI9Yz7x1LwY2rG6w
/i2TVa
Buff protection stacks for pacmans:
KA:Fauxmire - Guided by the Light:anXO/eNotjtEKgkAQRX/FL7BV04J5LI0gepDtTYjVX
XNIdsWZHiT699YtzmWYuQx3BhKQMI1qMTOsrYQKTi/URkftEvFgogs+BgbrrAHhVyqP8NTYMxwVq
01zOzeqxRF5uWPnLDU04YzselJomdJYa4K9SGGbZ5Dv4uJXkjj1eW9i1T3pA4fyKsvaO14rmQjP/
O0wFeF29QV8oTco
Thanks to Oria Xu for this guide and the strategies.
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