druideena 14 Report post Posted June 6, 2013 Anima Ring is an ability that unlocks when the Dark Animus has 10 Anima. He creates a ring of spheres around his current target, which closes in on the target. Coming in contact with a sphere consumes it, applying a stack of a debuff that increases damage taken from melee attacks by 50% for 15 seconds. Also not sure if this was patched or not, but the modifier is not 50% its 200%. Quote Share this post Link to post Share on other sites
Oltier 471 Report post Posted June 6, 2013 Avoid being hit by Explosive Slam (the affected area on the ground is clearly indicated).How? and the affected area is only shown after he hits the ground correct? Don't stand in front of the Massive anima golem. Tank that is tanking it, cannot avoid it. I'm not sure if AMS works on it tho. Anima Ring is an ability that unlocks when the Dark Animus has 10 Anima. He creates a ring of spheres around his current target, which closes in on the target. Coming in contact with a sphere consumes it, applying a stack of a debuff that increases damage taken from melee attacks by 50% for 15 seconds.Also not sure if this was patched or not, but the modifier is not 50% its 200%. This looks like a typo. 50% is on LFR and it's indeed 200% on normal. Quote Share this post Link to post Share on other sites
Tarazet 144 Report post Posted June 6, 2013 (edited) Even at 200%, I didn't see any real problem with just running through the bubble and taking the debuff. It falls off before Anima Ring is cast again and as long as there are no Larges up, the overall damage at this point is quite low. Regarding Explosive Slam, it's not really avoidable though AMS does work. If you have a DK then he can tank the Massives almost indefinitely. Otherwise you tank swap when the damage gets too high to handle. Edited June 6, 2013 by Tarazet Quote Share this post Link to post Share on other sites
Zagam 1,982 Report post Posted June 6, 2013 The Anima Rings increase ALL physical damage taken by 200% per stack. You do not just pick it up and not worry about it if there aren't Larges up. Quote Share this post Link to post Share on other sites
Tehstool 10 Report post Posted June 6, 2013 You could just have someone else take the anima ring. On normal all it does is increase melee damage and thus would be negated if a caster (warlock or hunter, etc.) or melee dps takes it. On heroic we have a monk healer take it. Quote Share this post Link to post Share on other sites
Tarazet 144 Report post Posted June 7, 2013 (edited) The Anima Rings increase ALL physical damage taken by 200% per stack. You do not just pick it up and not worry about it if there aren't Larges up. I did, 4 times on 10N and had no difficulty. We had a Mage that took more damage than me and lived. Unless they changed it since then, there's no need at all to have anyone take the orbs for you on normal. http://www.worldoflo.../?s=7800&e=8146 Edited June 7, 2013 by Tarazet Quote Share this post Link to post Share on other sites
Storm 426 Report post Posted June 24, 2013 On normal the Anima Rings shouldnt be a problem for most groups, but if it is then the easy solution is to have someone in the raid soak a ring so the tank can get out without a debuff. On heroic though it is pretty much necessary to have someone soak rings, and the tank has to use some serious cooldowns if they do get the 200% debuff. our respectably well geared druid tank has been one shot for 1 million before with only 1 anima ring on heroic. Quote Share this post Link to post Share on other sites
Krazyito 521 Report post Posted July 24, 2013 Heroic Dark Animus attempts. 1 Quote Share this post Link to post Share on other sites
Brown 14 Report post Posted July 24, 2013 Heroic Dark Animus attempts. Yep that seems about right. Is that on 25? I don't remember seeing QUITE so many bones so as to invoke images of (insert genocidal dictator of choice here). 1 Quote Share this post Link to post Share on other sites
Krazyito 521 Report post Posted July 25, 2013 Yep. 25. Quote Share this post Link to post Share on other sites
Storm 426 Report post Posted August 1, 2013 Our first Heroic Animus kill was about a month ago, but we're still prone to wiping 10 times every time we get to him. There's a lot going on in the fight and one small mistake from anyone in the first 2 min will cause a wipe. Quote Share this post Link to post Share on other sites
Guest Chris Report post Posted August 14, 2013 Anti magic shell on Blood DK prevents the stacking debuff from being applied and hence allows it to drop, use it every 4 stacks or so Quote Share this post Link to post Share on other sites
Tyrendorf 1 Report post Posted August 14, 2013 Lughnasadh, Large (not damaged ones), Massive and Dark Animus activates as soon any anima goes to them. For 10 man Normal you shouldn't let any small golem dies near undamaged larges animas golems. Do this: One tank in each side, getting 2 adds in the start (using personal strong CDs). Each tank fill the damaged large anima golems, killing small adds near them (atop of them to be sure their anima goes to the right large ones). One side have 2 damaged golems, so the tank of that side taunt healers small ones after killing their own smalls. After that one tank taunt other healer small, kill it near Massive golem, activating it. Move it to the center. Next, you kill the actives small (5 lefting) golems near the massive. Them move the Massive close to 3 damaged small golems and kill them, so their animas goes to the massive filling it with 36 animas. Until this point you should do everything slowly and in a tranquil manner. It's important, cause there's no DPS check, but a fail in the execution will cause a wipe. When you are ready, kill one damaged small anima golem close to Dark Animus. activating it. Use bloodlust and burn it down. Quote Share this post Link to post Share on other sites