Guide of Megaera, available in Abyss of Laziness (Throne of Thunder). Even the roughest mogu tremble at the thought of dark experiments carried out at the orders of the Thunder King. Long ago, a young cloud serpent turned into a many-headed hydra and escaped to languish beyond Lei Shen's throne. Now, the twisted creature lurks in the Forgotten Depths, waiting for the opportunity to impose its terrible agony on others.
Ions:The inspiration for this boss was born from the legendary hydra with which Heracles (Hercules, if for some absurd reason you prefer the Roman version) had to fight in the Greek myth: a beast with many heads that grew two more heads if you they cut one. That idea, combined with the concept of three different head types, resulted in the beast that now awaits players below the Thunder King's lair in patch 5.2.
mega era He is the fifth boss in Throne of Thunder. The fight is against a corrupted cloud serpent, which is despite all intent and purpose a hydra.
The strategy to defeat Megaera is very simple, although the encounter seems very complex. It mainly requires good healing and DPS from your raid players, as well as the ability to perform the proper moves.
Megaera's abilities
One body, many heads
When one of Megaera's heads is destroyed, her body takes damage equal to the head's maximum health and two heads regrow in its place.
Concealing fog - Megaera's body and distant heads are shrouded by thick, swirling fog and are unable to be attacked directly.
Wildness - Megaera begins to Rampage for 20 seconds whenever one of her heads is cut off, inflicting 87500 Elemental damage to all players every second. The damage dealt by a particular element is increased by 15% for each additional head of that element that is present.
Hydra frenzy - Whenever one of Megaera's heads is killed, the heads remaining outside of the Concealing Fog are healed to full and attack 20% faster. This effect stacks.
Elemental Blood of Megaera - As Megaera grows new heads of a given type, her elemental blood increases the damage inflicted by all heads of the same type by 20% for each additional head of that type. This effect stacks.
Megaera's Wrath - Megaera's heads outside of the Concealing Fog will begin to spit at their target when they have no targets within melee range. This effect inflicts 325000 Elemental damage to all enemies within 5 yards upon impact.
Ashes - Megaera's Flaming Heads use this ability when they are within the Concealing Fog. Flaming Heads ignite a random player, inflicting 136500 Fire damage and an additional 97500 Fire damage every 1 sec for 30 sec. In addition, players afflicted with Cinders will cause Icy Ground to melt when they come into contact with it. The pool inflicts 1 Fire damage every 136500 sec. to all players within 1 yards.
In Heroic Difficulty, Cinders creates a pool of flames at the target's location every 3 seconds.
Ignite meat - Megaera's Flaming Heads breathe flames on all players in front of her, inflicting 165750 Fire damage every second for 3 sec. Players hit by Ignite Flesh burn for 39000 additional Fire damage every second for 45 sec. This effect stacks.
Torrent of ice - Megaera's Frozen Heads use this ability when they are within the Concealing Fog. Megaera's Frozen Heads channel a beam of ice at a random player, inflicting 77350 Frost damage at the point of contact every 0.5 sec. for 8 sec. The beam freezes the ground in its wake, creating Icy Ground for 1 min. In addition, the Torrent of Ice beam will douse any pools of Cinders that it comes into contact with.
Ice floor - The frozen ground inflicts 88400 Frost damage every second to all players who touch it, reducing their movement speed by 5%. The snare effect of Icy Ground stacks up to $ 139922U times.
In Heroic Difficulty, Icy Ground grows to twice its original size over 1 min.
Arctic cold - Megaera's Frozen Heads breathe ice on all players in front of her, inflicting 165750 Frost damage every second for 3 sec. Players hit by Arctic Freeze begin to freeze solid and are stunned for 20 sec. if they reach $ 139843U stacks of Arctic Freeze.
Acid rain - Megaera's Venomous Heads use this ability when they are within the Concealing Fog. Megaera's Venomous Heads spit a globule of acid at a random player, inflicting 500000 Nature damage to all players upon impact. The damage of Acid Rain is reduced the farther players are from the point of impact.
In Heroic Difficulty, Megaera's Venomous Heads spit three globules of acid at a time.
Rot armor - Megaera's Venomous Heads breathe corrosive gas on all players in front of her, inflicting 165750 Nature damage every second for 3 sec. Players hit by Rot Armor take 6% increased damage from all sources for 45 sec. This effect stacks.
Abyssal cleft - Megaera's Arcane Heads use this ability when they are within the Concealing Fog. Megaera's Arcane Heads open a tear into the nether, releasing a Nether Wyrm every 1 sec. for 6 sec.
Nether spike - Nether Wyrms blast a random player with nether energy, inflicting 131625 to 138375 Arcane damage.
Suppression - Nether Wyrms channel nether energy into a random player's mind, stunning them for 15 sec.
Outreach - Megaera's Arcane Heads breathe arcane energy on all players in front of her, inflicting 165750 Arcane damage every second for 3 sec. Players hit by Diffusion redirect 10% of all healing received to allies within 8 yards that are not afflicted with Diffusion. This effect stacks.
mega era it is a hydra, in addition to its body, it has several heads. During the encounter, you will never attack or fight Megaera (that is their body), and in return you will spend all your time with their heads.
The goal of the encounter is to bring it to 0% health, and killing one of its heads does some damage to it. Therefore, killing enough heads in the end will kill Megaera. You will have to kill 7 heads to defeat her.
There are two different positions where the heads can be.
Near the platform. At any moment, 2 heads (one of each type) will be near the platform where your gang is located. These heads can be attacked and eliminated, they do damage to the band through certain abilities.
At the bottom of the cave. When one of the heads on the platform is eliminated, two heads of the same time appear at the bottom of the cave. Those heads cannot be attacked, and they deal damage to your raid through a specific ability that each type of head possesses.
When one of the two heads near the platform is removed, the other head submerges, and then two new heads emerge together. The new head will always be of a different type than the one your gang has killed (For example, if there is a Flaming and a Frozen, and they killed the Frozen, the new heads will be Poisonous and Flaming). This continues until the end of the fight, ensuring that you never run out of heads to attack and kill.
We have a video lesson for the fight against. We recommend watching it to get a better visual idea of the fight.
6. Skills
It is important to differentiate the abilities the heads use when they are at the bottom of the cave and near the platform. The encounter refers to cave background being «within the
Concealing fog«. Any heads that are not in the Covering Mist are those that are close to the platform and can be attacked.
We will introduce the abilities of the heads at the bottom of the cave first. Although you will not confront them at the beginning of the fight, we feel that these skills are the most important as they are the most difficult to understand.
6.1. Cave Background, Skills and Mechanics
When one of the heads near the platform is eliminated, two heads of the same type grow at the bottom of the cave. For example, if your gang kills a Flaming Head Near the platform, two Flaming Heads will appear at the bottom of the cave. At the beginning of the fight, before any heads have been eliminated, there will be no heads at the bottom of the cave.
Ashes. It is a debuff that applies to a random player. Deals intense damage, as well as damage over time for 30 seconds. Dispelling this player is possible, and doing so causes the player's ground to appear in a flaming zone.
The more Flame Heads are present at the bottom of the cave (the number increases the more Flame Heads you kill on the platform), the more players will be affected by Ashes.
Torrent of ice to a random gang player. This radiates ice at a player they chase for 8 seconds, dealing cold damage at the point of impact and leaving an area of ice called
Ice floor. When standing in this area it deals damage and progressively reduces your movement speed.
The more Frozen Heads at the bottom of the cave, the more players will be affected by Torrent of Ice.
Acid rain. This ability shoots a ball of acid at a player's location, which lands a few seconds later. When it hits the ground, it deals great nature damage to all players, but less damage if clear of the impact zone.
The more Poison Heads there are at the bottom of the cave, the more players will be affected by Acid Rain.
There are few things you need to know about heads. We will go through these things first, before we see his abilities.
6.2.1. Health and Respawn Pattern
the heads they do not share health.
There are always two heads present near the platform, and when one dies a new head of a different type appears on the spot (different both from the head that has been killed, and from the other head present).
When one of the heads dies, the head that remains, the health is completely cured.
6.2.2. Damage buff increased
There are two buffs that increase the damage that heads accumulate on themselves. One can be dispelled, while the other cannot.
Hydra frenzy is can remove. When a head dies, the remaining head receives an accumulation of
Hydra frenzy, which increases attack speed to 20% per stack. The only way to remove a head's buff is to kill it (the buff will disappear when the head reappears). This buff prevents you from repeatedly killing one of the heads.
Nature) it cannot be taken away. When a head respawns after being eliminated, it gains a stack of Elemental Blood from Megaera, which permanently increases the magic damage done by all heads of that type to 10% per stack (those at the bottom of the cave like the one in the platform) . This buff lasts until Megaera dies, making the fight more difficult as you progress.
6.2.3. Skills
After one head is eliminated and both heads have respawned, they do not melee and do not need to be tanked. In turn, his only ability is Rampage (
Nature). This causes the raid to take magic damage every second from the two heads. The damage dealt by each type of head is increased to 25% for each additional head of that type that currently exists at the bottom of the cave. So if for example there are 4 Flaming heads at the bottom of the cave, the damage taken from fire will be increased to 100%. This will do more damage the closer you are to the end of the fight.
When Rampage ends, the head begins to perform melee attacks, Now must be tanked. In addition, they each have a specific attack of breath.
The breath attacks are launched in a cone in front of the head, dealing damage to all affected players. Additionally, they also accumulate a specific debuff each. These debuffs need a tank change.
Nature) to the gang, which will quickly kill them all.
6.2.4. Number of Heads to Kill
Each head is 14% of Megaera's total health, so you will have to kill 7 heads.
7 Strategy
Despite the fact that the fight seems extremely complicated, the strategy is very simple. We will summarize it in this section, before revealing them in the following sections.
When the fight starts, you'll want to focus your raid's dps on one of the two existing heads (we recommend the Frozen Head).
After one dies, your gang should gather at a location near one of the heads, while sustaining the damage done by
After 20 seconds, Rampage will end and they can separate again. Have your two tanks pick one each, and lead them away from the band. They must make a tank change between these two heads.
At this point, you will have to start dealing with the abilities thrown by the heads at the bottom of the cave.
Ice floor available and then be dispelled in a safe location (away from the belt in a place where the fire it leaves behind will not interfere with the movement of the belt).
The player chased by
Torrent of ice You must stay away from the ice beam. They should be careful not to kite it to the band, and if possible kite it into an existing fire to put it out.
Everyone should move away from the impact zone of the
Acid rain to minimize the damage they receive. Stepping away 15-20 yards is sufficient.
Keep hitting the heads one at a time, while you deal with the mechanics thrown by the heads at the bottom of the cave, and the increased damage you will have to resist.
7.1. Tank concerns
tanks have a relatively simple task during this fight. While
Wildness be active, there's not much tanking to do, and they must continue together with the rest of the gang as they attack the head.
Shortly before Rampage ends, the two tanks must each go to the two heads, and must prepare to tank them. As soon as Rampage ends, the two heads will start making melee attacks and launching their frontal attacks in a cone shape.
These two tanks will have to alternate with the head they are tanking so that the debuff applied by the breaths does not accumulate much. We recommend changing it after 2 debuff stacks, but it is also possible to change it after a head dies.
If you do the former, then the tanks should use whatever ability they can to quickly cover the distance from one head to another (abilities like
heroic leap). If you do the second, you must use defensive CDs when you receive the third breath. The head that your band focuses on must die before a fourth breath.
7.4. Healer's Concerns
This is an intensive healing encounter. The fight starts out relatively low damage, but this damage continues to increase as they go on.
Periods of high band damage are during
Wildness. At these times, the raid must come together, and healing and defensive CDs must be used. Note that after the first Rampage, the gang may need to move while together to avoid
Acid rain, and certain players will walk away if pinned by
Despite its apparent complexity, the fight is very simple to learn.
The most important part of the fight is making sure everyone knows the abilities of the Megaera heads that are at the bottom of the cave and once all players have gotten used to avoiding the