WoW News

Ula’tek Buffed – Tank Debuff Can No Longer Be Outranged

We've datamined a hotfix that will sometimes increase tank damage in Phase 2 of Heroic and Mythic Ula'tek.

Ula'tek

Ula'tek Tank Debuff

During Phase 1, Ula'tek applies 9 stacks of Stone Venom to the tanks, which ticks every second. This debuff lasts 1 minute and 40 seconds and does a decent amount of damage. A hotfix has been pushed to live servers, which increases the range of this Tank DoT.

Ula'tek

Stone Venom now has a 50,000 yard range (was 100 yards)

While some guilds built a strat around this range, all guilds would likely have benefited from the 100-yard range while progressing on this boss. On Heroic and Mythic difficulty, Ula'tek rotates 90 degrees around her platform in a random direction midway through Phase 1. When she does this, she's closer to one of the side platforms for Phase 2, and farther from the other side. The farther side is actually over 100 yards away from her position, which means the Tank is over 100 yards away in Phase 2, which makes the Tank DoT do nothing.

Heroic Ula'tek

On Heroic, the Tank DoT does about 100k per second, and the final application of Stone Venom lasts into Phase 2 for almost a full minute. This is a lot of extra damage, especially when your healers are split and you often kill the Warden so early that the tank has nothing to hit.

Some guilds had set up a strategy on Heroic Ula'tek so that the Tank with the debuff would always go to the side away from Ula'tek to make healing easier and outrange the damage. Even if you weren't using this strategy, your Tank would have an easier time with their survivability in the second phase around 50% of the time.

After this hotfix, make sure that your more durable tank gets the last debuff in Phase 1, as they'll be forced to deal with the DoT damage for most of Phase 2.

Mythic Ula'tek

On Mythic, the Tankbuster timings are slightly different, and you actually get your final applications of Stone Venom a lot earlier. While the debuff hits harder, at around ~250k a second, the debuff only lasts for around 30 seconds into Phase 2. While guilds weren't playing around this debuff on Mythic difficulty, likely due to running double Blood DK, it was a nice benefit when the boss moved in a favorable direction.

Now the tank will always be tanking consistent damage on every pull.

You can see how a guild benefited from this on Mythic difficulty, though it was clearly not part of their strategy, as some earlier wipes had their Tank taking the full damage the entire time.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.