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Smolderon

  • 08-12-2023
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Smolderon Guide + Tactics

In the exciting and enchanting raid Amirdrassil, the Dream's Hope, the seventh location is proudly occupied by a fearsome and dangerous boss nicknamed Smolderon.
Smolderon is a powerful creature from hell who is subject to the element of fire. His body is made of fire and huge muscles, and behind his back he has huge wings of fire.

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General information:

  • During the preparation phase, it is recommended to choose class talents for fighting a single opponent.
  • During the boss fight, players will have to overcome four transitional phases.
  • It is recommended to use powerful damage-dealing abilities during transitional phases.
  • The mechanic that leads to the imminent death of all members of the raid comes at 06 minutes and 35 seconds of combat (06:35).

Description of the boss fight process:

  • During the main phase of the fight, you will experience 2-3 mechanics of this boss.
  • During the transitional phase, characters must collect orbs, and players will receive +100% damage and +50% healing for 20 seconds (use your most powerful abilities during this transitional phase of combat).
  • The boss gets slightly stronger and the main (standard) battle phase begins again.

Heroism (Alliance) / Bloodlust (Horde):

Using this character enhancement depends on what classes are gathered in your raid.

  • If you have classes that deal a lot of damage at the start of combat, then you can use Bloodlust at the start of combat.
  • If you have classes that do roughly the same amount of damage throughout the fight, then you can use Heroism in the transition phase where you think it's most appropriate.
  • If you have a lot of classes with kill execution abilities that deal increased damage when the enemy's health drops to 20% or lower. Then use Bloodlust at the end of the fight during the transitional phase to maximize the boss's death.
  • There is also the option to use powerful attacking abilities to deal damage with 1-minute recovery, and at 01:10 minutes of combat use Heroism + all available most powerful combat abilities.

Boss Abilities

Title Description Explanation "What to do?"

Stage One: The Firelord's Fury

Brand of Damnation A strong blow to a tank that deals heavy damage. Inflicts Searing Aftermath. Also, hits within a 9 meter radius with a blow that deals massive damage. Requires damage sharing from other raid members. All characters directly involved in damage sharing receive the Cauterizing Wound effect. Upon successful damage sharing, the player gains +500% to damage from this mechanic. Vulnerability can be removed during Devour Essence. There must be 10 characters participating in sharing the hit. Then each character will receive an average damage that can be survived and healed. There is no point in dividing raid members into two equal groups beforehand. Only those characters that do not have the Overheated mechanic on them can participate in damage sharing, since these abilities happen at the same time. It is not recommended that tanks try to survive this hit on their own. Overheated players should be the ones to get a damage boost during the transition phase.
Searing Aftermath After sharing damage from Brand of Damnation, casts a debuff on the main tank that explodes after 6 seconds, dealing AoE damage to all members of the raid. The farther the characters are from the epicenter of the explosion, the less damage they will take. Immediately after receiving this debuff, the tank has 6 seconds to react and flee as far as possible from other members of the raid.
Cauterizing Wound Characters who share the damage from Brand of Damnation receive a debuff that absorbs 850k healing.
Cauterized Explosion activates 3 seconds after this debuff heals.
You must quickly heal the characters who took part in the Brand of Damnation damage sharing for 850k health.
After healing the characters for 850k, the absorption effect disappears, creating a puddle under the character's feet.
Cauterized Explosion Explosion dealing 665k damage to all characters within a 6 meter radius. The puddle formed by the removal of Cauterizing Wound, you need to step back.
Overheated The boss sets the character on fire, causing it to deal 124k damage every 2 seconds for 10 seconds (5 meter radius).
After the time expires, the character explodes, emitting Flame Waves.
Move away from raid members and tap personal defense ability. Deals a total of 620k damage. 50% of raid members take out this ability, and the other 50% of players share Brand of Damnation damage with the main tank. This ability only deals damage with a ring around the player (you need to gain distance from each other) and winds up at the end. Toward the end of the timer triggers, you can converge into a single model of 5 players in two groups. In this case, you must look in one direction, so the waves of lava will be more compact. One of the beams will be directed forward in the gaze of the player.
Flame Waves Deal 665k damage while discarding all characters in its path. Heroic: 3 waves from each character.
Mythic: 5 waves of each character.
Lava Geysers The boss strikes the ground with powerful blows, causing the Lava Geysers to burst out. The Lava Geysers throw the characters backwards, dealing 582k damage.
As the lava settles, puddles of Smoldering Ground appear.
It is necessary to step back.
Move on players, try to direct compactly to the edges of the room.
Smoldering Ground Deals 207k damage every second. Move away from puddles (you can't stand in puddles).
Blistering Heat The air around the boss becomes very hot, dealing 53k damage to all characters every 3 seconds because of this. If healers will find it difficult to heal raid members with standard abilities, then powerful mass defense abilities can be used if necessary.
Seeking Inferno Mythic: The boss creates 3 portals, from which 1 balloons fly out. The balloon is locked onto the nearest character. Each time a character collides with one of the orbs, all characters take 104k fire damage, and increase vulnerability to +500% damage from such orbs for 4 seconds. A balloon flies out of the portal and follows the player. From the balloon to the player will be a beam (hidden aura). It is necessary to burst them one by one, without imposing the second / third explosion on the debuff from the previous explosion. The first on announcement bursts immediately. The second on the announcement and dissipation of the debuff. The third on debuff rollback.

Stage Two: World In Flames

Blazing Soul Blistering Heat's trigger frequency is accelerated to 1 second, increasing the damage dealt by the boss (Heroic: 50% / Mythic: 70%) for 30 seconds. Damage for the first transitional phase:
Normal - 58k / Heroic - 87k / Mythic - 100k.
Heating Up When the boss gains 100% energy, the damage it deals increases by 10% (cumulative effect).
After accumulating 4 effects, the boss enters a state of rage while activating Encroaching Destruction - destroying all raid members.
Each transitional phase, the boss is enhanced. There can be no more than 4 effects during the entire battle period. After accumulating 4 effects, the boss inevitably destroys all characters.
Devour Essence The boss delivers a powerful blow to the ground while pulling Brand of Damnation from the players, additionally discarding characters.
The Brand of Damnation effect is pulled from characters while activating Living Flame.
Those players who shared damage with the tank in the main phase will have the opportunity to receive a buff. From these players will break out 5 balls, which must be collected to get a buff with a boost effect. In this case, players who did not participate in sharing the damage from the boss (who did not receive Brand of Damnation) will not receive balls.
Living Flame Moves towards the boss while dealing 24k damage to characters and casting Ignited Essence.
If Living Flame gets to the boss, then the boss' damage will be increased by 1%, and in mythic difficulty by 5%.
Sphere - which must be caught in order to get the enhancement effect. If the orb is not caught, then the boss will get the boost effect.
Ignited Essence Increases damage dealt by 20% and increases healing effectiveness by 10% for 20 seconds. This effect is cumulative, but collecting additional orbs does not extend the duration of this effect. You only see your orbs (5 orbs from one player). You will get stronger as you collect the orbs that are ripped out.
World In Flames The boss periodically summons flashes of fire that cover parts of the arena. Deals 665k damage while inflicting Lingering Burn on all characters that are hit. Fire blasts with rings from the boss. It is necessary to avoid contact with these rings (run).
Lingering Burn A negative debuff that deals 10 seconds of damage (cumulative). Applies to a character if you fail to dodge a ring of fire (World In Flames).
Blistering Heat Completely similar to the first phase of combat. The recommendations are similar to the description from the first phase of the battle.
Encroaching Destruction The boss starts using the​​​​​​​ World In Flames ability all the time. This is the mechanic of imminent destruction of all raid members, timed linked to the fifth​​​​​​​ Devour Essence at 06:35 minutes into the battle.
Technically, it's not fatal. The boss just constantly forms rings from​​​​​​​ World In Flames on the floor.


Important and useful comments on tactics:

  • The boss must be driven around the outer contour of the circle.
  • Try to pour new puddles as tightly as possible to previous puddles.
  • The timers for the appearance of character orbs to gain boost: 01:10 / 02:50 / 04:27 / 06:06 (these are the timers for max damage on the boss).
  • Technically, the tank is able to survive the division of damage in the first phase of the battle on its own. But this should not be done in any case, such action will negatively affect the damage and healing of raid members during the transition phase.
  • Waves of lava burst out relative to the character's line of sight (you can adjust their direction accordingly).
    Mythic: If you converge on a single point at the end of the mechanic and all characters are facing the same direction, then the waves will fly in the same direction. This will help you in combat - it will be much easier for raid members to move around, and there will be far fewer random waves.

Timings during a boss fight

Heroic (HC) - Boss timers Heroic (HC) - note in MRT format
00:16 Damage Sharing - Tank (1) {time:00:16} Damage Sharing - Tank (1)
00:29 Spilling puddles {time:00:29} Spilling puddles
00:46 Damage Sharing - Tank (2) {time:00:46} Damage Sharing - Tank (2)
00:51 Spilling puddles {time:00:51} Spilling puddles
01:00 Transitional phase 1 {time:01:00} Transitional phase 1
01:54 Damage Sharing - Tank (1) {time:01:54} Damage Sharing - Tank (1)
02:07 Spilling puddles {time:02:07} Spilling puddles
02:24 Damage Sharing - Tank (2) {time:02:24} Damage Sharing - Tank (2)
02:29 Spilling puddles {time:02:29} Spilling puddles
02:38 Transitional phase 2 {time:02:38} Transitional phase 2
03:32 Damage Sharing - Tank (1) {time:03:32} Damage Sharing - Tank (1)
03:45 Spilling puddles {time:03:45} Spilling puddles
04:02 Damage Sharing - Tank (2) {time:04:02} Damage Sharing - Tank (2)
04:07 Spilling puddles {time:04:07} Spilling puddles
04:16 Transitional phase 3 {time:04:16} Transitional phase 3
05:10 Damage Sharing - Tank (1) {time:05:10} Damage Sharing - Tank (1)
05:23 Spilling puddles {time:05:23} Spilling puddles
05:40 Damage Sharing - Tank (2) {time:05:40} Damage Sharing - Tank (2)
05:45 Spilling puddles {time:05:45} Spilling puddles
06:02 Transitional phase 4 {time:06:02} Transitional phase 4


Battle maps

Rings during the transition phase:

smolderon, boss, map, fight, battle, combat

Sharing damage with the tank and taking out debuffs:

smolderon, boss, map, fight, battle, combat

Taking out debuffs and splitting damage (repeat):

smolderon, boss, map, fight, battle, combat

Transitional phase:

smolderon, boss, map, fight, battle, combat

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