Hello Gamers, this is Judd and I'm Qazi and this is the tank and spank guide to terros in Vault of the incarnates and we’ll start off with a disclaimer that this information is still coming from the beta information, we have will likely change when it does we'll update the guide so we enter the encounter.
Terros is anchored in the center of the room, he requires at least one person to be in melee range, if no one's in melee range she pulses raid damage the tanks need to be there the entire time, upon reaching 100 energy he targets a random player and casts resonating Annihilation that removes about a quarter of the encounter space and puts falling debris on it, this happens about every two minutes meaning that you run out of room to fight him after eight minutes.
Throughout the fight he will cast shattering impact this is a large Circle that targets the tanks and melee just need to move out of it this ability also causes another ability fractured Rubble which is a small swirl that targets random players Rubble rains down from the ceiling dealing large nature damage and leaving a patch of Resident aftermath, this works and looks exactly like the falling rocks on sludgefist, move out of the swirls, don't stand in the golden Rubble, we recommend Loosely stacking the melee together on the boss and move as a group as the spawns rain should also be Loosely stacked but in a group behind the melee to conserve space in the room.
You want to make sure everyone in the raid is in the same quadrant as the golden puddles, so the boss casts reticenting annihilation in that section you don't want to cause him to remove a cord of the room that you haven't used yet.
Rock blast is his other main ability and it comes in two parts, the first one is the ability itself he places a huge swirly debuff on a random player dealing large amounts of damage split between all players within it, we dealt with this by having the effective Player move between melee and range that way each could step into this a few seconds after the soap goes off after shot goes off dealing damage and knocking anyone up who's in the area, soak the rock blast move out before the after shot goes off.
Second part of this ability is awakened Earth at the same time that the rock blast is going out he puts small circles under several players, a few seconds later these erupt creating spikes where the players were, while these spikes are active they do pulsing damage to the raid but when you destroy the spikes they do a heavy hitting dot for eight seconds, this dot stacks.
The idea is to destroy a couple of these spikes at a time to keep the healing manageable, the way that you destroy the spikes is with the tank ability can cause of Slam concussive slam sends out a narrow Beam on the current tank, the beam hits and destroys any spikes that it touches, it also does significant damage to anyone that gets hit, the beam leaves a debuff on the tanks swap after two stacks.
When the boss casts resonating Annihilation where he removes a quarter of the room he also destroys any spikes that are left in the area so that prevents you from just keeping those spikes up the entire fight so that's pretty much the fight.
So I think overall we enjoy these boss fights where it's you know the boss in the middle of the room kind of the crosses-esque fight if you will where the boss is in the middle of the room and a big part of the encounter is effect efficiently using that space in the area before you completely run out of room and you just fall over so I think we both kind of enjoy those types of fights uh I think this was an interesting take on it.
I also felt like I was back on halondrus as a tank where I was spending half of the time looking behind me trying to figure out what I was going to hit with the beam so I don't know that that was my favorite aspect of this fight but I do think overall that the fight played out really smoothly and was enjoyable yeah we mentioned the halondrus flashbacks during testing there that really is the same mechanic use beam to clear something clear as Shield, this time it's clearing the spikes.
I will I will say that uh during the testing we probably weren't as coordinated as I would hope that you would need to be in order to kill this boss online they definitely need to tune it because we you know they need to tune it a little bit higher it was tuned better than the first boss um we were actually feeling the damage and we did have a white um when we were trying to kind of coordinate and figure out what we were doing agree that the damage on the spikes felt a little bit underwhelming here, we were able to take all four spikes with one explosion and that dot wasn’t oppressive so we'd like to see that if it gets to live that the tuning would be that you know you can't blow up more than two maybe three unless you're like bursting all of your healing cooldowns together.
One of the times to make it work it should be something where you have to stagger those otherwise that that’ll be too much that seems to be the intent but that wasn't necessarily how it was playing out on the beta today no there's kind of everybody was all over the place uh melee were all over the place there were swirls all over the ground you know he does the giant tank smash as well which if there's all kinds of I think I got hit by that once because I was I was right in between two spikes that had just shot up at the same time.
That's the other thing all these abilities kind of overlap and so there’s a little bit of thinking on your feet where okay I need to move a little bit here need to move a little bit here now continue casting make sure I'm not getting hit by just everything that’s going on uh kind of lots of raid wide damage has these Slams on the ground you know everyone's going to get hit and uh you're gonna see debris falling to the ground you're gonna start losing that area and it's just kind of all about moving as a group and making sure that you keep you keep all the debris within that that quadrant that you want to uh that you want the boss to close off as you move on yeah.
Aesthetic kind of with the Aesthetics and kind of the looks of it the wasn't quite as smooth as the as the first boss I would say something like the beam that the tank beam is taking seem to be several pixels larger than it actually was so it was clipping spikes further out than you would expect it was also clipping players a little bit wider than the indicator was looking like so hopefully that's the kind of thing that comes through in the testing and hopefully they get the indicator a little bit more accurate for that as far as the way the room looked honestly this one was a little more bland uh than the first one not as much color it's just kind of a rocky terrain golden patches put out it's like a Brown on gold, just didn't find the Boss model all that impressive either honestly it just kind of looked like a skinny stick figure coming up on the ground.
I need something more menacing like krosus, krosus was badass he shot beams they had Elementals he just knock off a bridge no problem this guy doesn't do any of that he just slams the ground and throws a big tantrum terros just looks like he missed leg day that’s what it looks like yeah it's all the new bosses the blues were put out none of them do leg day yep gotta get to the gym again.
Thank you for joining us today this was another Boss video from tank it’s my gaming we'll continue to knockout videos on all the bosses as we test them uh We've also got the videos on the different tanks both in Mythic plus and raid that we'll be putting out over the next couple weeks so if you would be so kind as to leave us a like And subscribe to the channel for more content we appreciate it!