After writing about Elerethe Renferal, Ursoc is a breath of fresh air with his simple-minded brute force ways. In essence, Ursoc is a DPS check boss with two enrages of sorts. One stacks up, while the other starts at 30% Health and stays until you either kill Ursoc or he kills you. The fight doesn’t even require that much movement from the raid, there’s no horde of ads to be killed every 30 seconds, with an exception on Mythic. This is probably one of those fights where Shadow Priests will be able to feel good about themselves if they use Surrender to Madness. Being a Shadow Priest myself, I need the lovin’ after the embarrassment of Mythic Dungeons. Anyway, let’s move to Ursoc’s abilities.
Affecting tanks, Ursoc smacks a tank around, inflicting 978,537 Physical damage. After getting abused by the… creature, the tank takes 10% more Physical damage and the next Tank-focused ability, Rend Flesh, hits 75% harder for the next 12 seconds. This stacks.
The ability hits for 1,369,951 Physical, Physical damage taken increased by 15%, Rend Flesh deals 150% more damage for 12 seconds.
2,036,172 Physical, 15% increase on Physical taken, and 250% more Rend Flesh damage.
Ursoc… rends a tank’s flesh, dealing 873,435 Physical and ticking for 511,014 every 2 seconds for 12 seconds. It hits 75% harder if you’ve been affected by Overwhelm in the last 12 seconds.
1,223,171 Physical up front and a DoT of 715,781 every 2 seconds for 12 seconds, increased by 150% by Overwhelm.
1,813,917 Physical initial hit, ticking for 1,066,424 every 2 seconds for 12 seconds after, increased by 250% if you’ve been targeted by Overwhelm in the last 12 seconds.
This ability is where movement in the fight comes from.
First of all, Ursoc targets a random non-tank player. Then, he has 6 seconds to get as far away from the boss as possible. After the 6 seconds are up, the boss charges the player with Barreling Impact, picking up everyone standing in his way. Initially, the Barreling Impact deals 1,262,312 Physical to everyone, however, the damage is reduced proportionally to the number of players affected by Barreling Impact, which means that the more players take the Impact, the less damage it will do. Once Ursoc reaches his Focused Gaze target via Barreling Impact, he uses an ability called Trampling Slam, which deals 808,652 Physical damage. The amount of damage you take is reduced by the distance between you and the boss when he starts charging, meaning, the further you are, the lower the damage. Finally, all players hit by Barreling Impact take 313,091 Physical damage from an ability called Momentum, which also puts a debuff on them. The debuff increases Momentum damage by 500% for 50 seconds. This sounds much more complicated than it is in reality, we will talk about that in the strategy section.
Barreling Impact deals 1,992,545 damage reduced by the number of targets affected, Trampling Slam hits for 1,510,087, reduced by the distance between the target of Focused Gaze and the boss, Momentum spikes for 437,925 and increases damage from Momentum by 500% for 50 seconds.
All of the workings of abilities discussed in Normal section still applied, with numbers tweaked. Barreling Impact deals 2,688,768 Physical, Trampling Slam will hit for 2,548,273, and Momentum will spike for 590,948.
Ursoc roars like an animal, dealing 2,802,734 Physical damage to everyone, divided by the number of players who are within 25 yards of him. This ability gains increased damage when Ursoc applies Echoing Dischord, which increases Roaring Cacophony’s damage by 10% per stack.
The Cacophony deals 7,043,964 Physical damage divided by the number of players in 25 yards, with the damage ramping up by 10% due to Echoing Dischord, however, a couple of new abilities are introduced. The first, called Nightmarish Cacophony, has Roars leave a Nightmare Image, which will mimic the bosses Roar on subsequent casts, dealing 402,690 Shadow damage divided by the number of players within 20 yards of the image, while also fearing people for 3 seconds. Also, the Nightmare Images will leave a 20 yard wide zones of bad stuff called Miasma, which will tick for 106,310 Shadow damage every second if you stand in them.
On Mythic, Nightmarish Cacophony deals 1,086,263, fears for 6 seconds, and actually animates Nightmare Images, allowing them to attack players. Tanks will need to pick them up, the DPS will have to actually take them down in a timely manner to stop the raid from getting overwhelmed. Miasma is buffed a little bit too, dealing 143,519 Shadow damage every second.
Ursoc’s final ability, called Blood Frenzy, activates when he gets to 30% Health, increasing his attack speed by 20% and damage done by 25%.
On Normal, the fight revolves around three things, assuming you have enough damage to beat the Blood Frenzy enrage. The tanks need to find a good strategy to deal with Overwhelm and Rend Flesh, swapping aggro when they wouldn’t be able to survive the the next ability. The rest of the raid needs to be split into two equally sized groups. Let’s say that there are 20 people in the raid. Groups 1 and 2 are Team 1, Groups 3 and 4 are Team 2. When the first player is targeted by Focused Gaze, Team 1 stands between him and the boss, getting Momentum. When the next player is targeted, Team 2 moves to intercept. The next Barreling Impact should be taken by Team 1 once again.
While the boss can be tanked anywhere, even in the middle of the room on Normal, it’s not really viable on Heroic and up due to zones of Miasma. Due to this ability, the boss will have to be kited around the edge of the room. In a perfect world, the two teams of DPS would stand in the middle of the room with a corridor between them for the boss to charge through without hitting anyone he’s not supposed to hit, and constantly moving in a coordinated manner to preserve this formation as Ursoc is brought around the room. Unfortunately, the reality is that it will probably be much more chaotic until people feel comfortable with the fight. The tanks and healers should adjust to the additional Roaring Cacophonies cast by the Nightmare Images, while also figuring out if their Overwhelm/Rend Flesh strategy still works.
This is where it gets really tricky. As a raid, you have to options for dealing with the tankable and killable Nightmare Images. You can either get a third tank at the cost of losing a little bit of DPS, or make your two tanks swap aggro on the boss, as well as the Nightmare Images, potentially increasing the damage they take massively. It remains to be seen which strategy is going to be favored by top guilds, however, I would evaluate the relative strength of your Tanks + Healers against the strength of your DPS. If your damage dealers are strong enough to still beat the enrage timer with one man down, try going with 3 tanks first, however, if the DPS should just about make it, while the Tanks and Healers are able to deal with the incoming damage, you should obviously try to get the fight done with 2 Tanks. If neither of the three roles are stronger than the others, all of them being hard-pressed to be satisfactory in this fight, well, you’re fucked. Git gud or gear up some more? If your Tanks, Healers, and DPS are all equally STRONG, this would mean that you’re in one of the top guilds. What are your reading this guide for?