General Umbriss is the first boss in Grim Batol. He is a black-based twilight
dragonkin, one of the lead commanders of the Twilight Hammerâ€™s forces, able to call
entire armies to do his biddingâ€¦ and defending the Hammerâ€™s unholy grounds.
General Umbriss will enrage when a purple trogg is killed near him. CCing the purple
trogg through the fight keeps more of them from spawning in future waves. Umbriss
enrages at 1 million hit points (25%). At that point the CCed purple trogg can be
released/killed and the boss needs to be burned down asap. Kiting Umbriss while
enraged seemed to have no positive results.
AbilitiesEdit Abilities section
Bleeding Woundâ€”A vicious attack that deals weapon damage and an additional 8000
damage every 2 seconds for 15 sec or until healed to 90% of max health. Melee range
Blitz 55 yd rangeâ€”General Umbriss charges an enemy location, dealing physical damage
and knocking them up if impacted! Cast on random player, 2.77 sec cast
Frenzyâ€”General Umbriss goes into a frenzy, increasing his attack speed by 50% and
his Physical damage by 50% Cast at 30%(?)
Ground Siege 20 yd rangeâ€”The massive ground tremor Inflicts 35000 damage and stuns
them for 4 sec. Cast on random melee player, 2.31 sec cast
Summon Malignant Troggsâ€”Summons 4 Malignant Troggs from the rubble behind him. They
have the following abilities:
Claw Punctureâ€”Inflicts 499 Physical damage every 3 sec for 6 sec. Stacks.
Modgudâ€™s Maladyâ€”Inflicted with the Curse of Modgud! On death inflicts Modgudâ€™s
Malady on enemies within 8 yards Cast on one Trogg(?)
Modgudâ€™s Maladyâ€”The unleashed Curse of Modgud inflicts 15000 Shadow Damage and 5000
Shadow damage every 1 sec to enemies within 8 yards and decreases move speed by 50%
for 10 sec.
StrategyEdit Strategy section
General Umbriss periodically summons 4 Malignant Troggs, starting shortly after the
pull. One of them will be purple due to Modgudâ€™s Malady. If you can manage to CC
this Trogg then you wonâ€™t have any more purple ones spawn with the next waves so you
can keep one purple Trogg up in the area near where they spawn if you have enough CC
and just burn down the three little Troggs that will spawn because they have
significantly less HP and a Paladin Tank could burn them down just by using Avengerâ€™
s Shield, Hammer of the Righteous and Consecration.
Crowd Controlling the Purple Trogg only makes sense if you are melee heavy because if
you have 2+ ranged then it would be just as easy to Burn the purple Trogg first then
the little Troggs after.
Tank and melee must be careful to avoid Ground Siege. Very much like the shock wave
that Shambling Horrors had in the Lich King encounter of ICC except instead of
focusing on the tank every time they will pick a random party member and turn towards
them before casting. So melee need to be spread out behind him and watch for him to
look in their direction. Also Ranged should maintain at least 20 yards from the boss
to avoid accidental stand-in-fires, so to speak.
Bleeding wound is a lot like the Infest in the Lich King encounter except it only
targets the tank so theoretically it should be easier to handle but Tanks should do
whatever they can to mitigate some of the incoming damage just to help out. Once
Pally tanks have good aggro they can save holy power for bleeding wound and pop off
(hopefully) a couple Word of Gloryâ€™s to get their health back up. Healer need to
watch for Bleeding Wounds on tank, and heal the tank to full to prevent the debuff
for doing any extra damage.
Range need to watch for Blitz being cast on them, and move away if it is. Blitz
targets the position of the character at the start of when he casts it so once he
starts casting the target and anyone around him need to move roughly ten yards away
from the spot they were in. The actual distance needs to be checked.