Wow General Umbriss, Servant of Deathwing

General Umbriss is the first boss in Grim Batol. He is a black-based twilight

dragonkin, one of the lead commanders of the Twilight Hammer’s forces, able to call

entire armies to do his bidding… and defending the Hammer’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
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enraged seemed to have no positive results.

AbilitiesEdit Abilities section
Bleeding Wound—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 range—General Umbriss charges an enemy location, dealing physical damage

and knocking them up if impacted! Cast on random player, 2.77 sec cast

Frenzy—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 range—The massive ground tremor Inflicts 35000 damage and stuns

them for 4 sec. Cast on random melee player, 2.31 sec cast

Summon Malignant Troggs—Summons 4 Malignant Troggs from the rubble behind him. They

have the following abilities:

Claw Puncture—Inflicts 499 Physical damage every 3 sec for 6 sec. Stacks.
Modgud’s Malady—Inflicted with the Curse of Modgud! On death inflicts Modgud’s

Malady on enemies within 8 yards Cast on one Trogg(?)
Modgud’s Malady—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 Modgud’s Malady. If you can manage to CC

this Trogg then you won’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 Avenger’

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 Glory’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. 

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