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ToS Raid Guide

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ToS guide to raiding

Tomb of Sargeras raid has 9 bosses, in this guide were gonna cover how to do each boss for your roll (Dps, Heals, Tank), i am also going to include a video of each raid encounter for everyone to watch.

So far we have done amazing, but were lacking on some mechanic skills that we need going forward.

 

 Please if you have questions ask them, i would rather you ask now, instead of being unclear later :)

 

 

Okay onto the first Boss;

 

Goroth

 

 

Above is the FatBoss guide, please watch it.

 

Now let's go over his abilities:

 

 

Infernal Spike;

Goroth will mark the location of three random ranged players. Shortly afterwards pillars will erupt out of these locations, dealing damage and knocking back anyone nearby.

  • Ranged players need to remain loosely stacked in the middle of the room as it is important that these pillars spawn close to one another to deal with both the  Shattering Star and  Infernal Burning.

 


Shattering Star;

Goroth marks a random non-tank player and points an arrow towards them. After 6 seconds Goroth sends a large fireball to that player.

  • This fireball knocks-back and deals damage to anyone it hits along its path.
  • Once it has reached the marked target, it deals huge raid wide fire damage.
  • The amount of damage this final explosion deals is reduced by each pillar it hits and destroys along the way.
  • To ensure the  Shattering Stars damage is brought down to survivable levels, you want the fireball to pass through at least one pillar.
  • However hitting two-three pillars is ideal, as it will bring the damage even lower.

 

 

 

Infernal Burning;

Goroth has an energy bar which slowly fills throughout the fight, once he has reached maximum energy he will begin to cast  Infernal Burning.

  • To ensure every player can get to a pillar quickly, you want:
  • The ranged players loosely stacked up in the middle of the room
  • Goroth to be positioned about 15-20 yards away from the ranged camp
  • The melee players stacked at the side of Goroth that is closest to the middle of the room

 

 

Crashing Comet;

Goroth will mark 3 random non-tank players with  Crashing Comet.

  • After 4 seconds, a comet will land on those players, dealing moderate fire damage to anyone within 10 yards. This damage also destroys pillars.
  • The  Crashing Comet will also leave a 15 second dot to all players hit. Healers need to keep an eye on these players
  • Players afflicted with this debuff need to move 10 yards away from pillars and any other player.

 

 

 

Burning Armor;

Goroth will mark the current tank with  Burning Armor.

  • This debuff deals heavy ticking fire damage every 2 seconds for 6 seconds.
  • Once the debuff expires the player will explode, dealing a burst of fire damage to anyone within 10 yards. This explosion also destroys pillars!
  • Anyone hit by the fire damage (including the tank) will receive the  Melted Armor debuff which increases all damage taken by 100%.

 

 

 

Melted Armor;

  • The afflicted tank wants to move 10 yards away from any pillars or other players to safely explode.
  • The other tank needs to taunt when the debuff is applied, to allow the tank to move without harming Goroth's positioning.
  • The undebuffed tank will then want to keep Goroth until a new  Burning Armor is applied, at which point the initial tank can taunt back.

 

 

Strategy Summary

 

Positioning recommendations
Tank Goroth 15-20 yards away from the centre of the encounter area to ensure he doesn't destroy any  Infernal Spike pillars by walking near them.


Tanks need to swap on the application of  Melted Armor. The afflicted tank then needs to move 10 yards away from the group and any pillars to explode safely.


Ranged players should loosely group around the centre of the encounter area, to keep the  Infernal Spike pillars close together.


The player targeted by the  Shattering Star needs to ensure it knocks over at least 1 pillar on the way to bring the raid wide damage down to survivable levels


Everybody needs to stand behind a  Infernal Spike pillar when the boss casts  Infernal Burning
Players targeted by  Crashing Comet need to move away from pillars and other players


Ranged players need to ensure that pillars spawn in all four quarters of the encounter area, to ensure that pillars will be available regardless of where the  Fel Eruption spawns (Heroic Only)


Tank Responsibilities
Tank Goroth 15-20 yards away from the centre of the encounter area to ensure he doesn't destroy any  Infernal Spike pillars by walking near them

  • Swap on the application of  Melted Armor. The afflicted tank then needs to move 10 yards away from the group and any pillars to explode safely
  • Stand behind a  Infernal Spike pillar when the boss casts  Infernal Burning

 


Healer Responsibilities
Loosely group around the centre of the encounter area, to keep the  Infernal Spike pillars close together

  • If targeted by the  Shattering Star, you need to ensure it knocks over at least 1 pillar on the way to bring the raid wide damage down to survivable levels
  • Use healing cooldowns for when the  Shattering Star explodes
  • If targeted by  Crashing Comet. you need to move away from pillars and other players
  • Stand behind a  Infernal Spike pillar when the boss casts  Infernal Burning

 


DPS Responsibilities
Ranged DPS need to loosely group around the centre of the encounter area, to keep the  Infernal Spike pillars close together

  • Melee DPS should stack at the side of the boss that is closest to the centre of the encounter area
  • If targeted by the  Shattering Star, you need to ensure it knocks over at least 1 pillar on the way to bring the raid wide damage down to survivable levels
  • If targeted by  Crashing Comet. you need to move away from pillars and other players
  • Stand behind a  Infernal Spike pillar when the boss casts  Infernal Burning

 

 

Heroic Difficulty only
Aside from abilities dealing more damage in comparison to Normal Difficulty, there are a couple mechanical changes to the Goroth encounter on Heroic difficulty.


The  Melted Armor left behind by the  Burning Armor tank debuff now increases damage taken by 200% rather than 100%, and also deals damage to players in a slightly larger radius.


Tanks need to ensure they move further away to avoid exploding on any pillars or other players
Tanks also may want to save movement speed increases for when the  Burning Armor and the  Infernal Burning abilities overlap to make sure they can get behind a pillar after their  Burning Armor expires.

 

The lava pools in each corner of the encounter area will takes turns at erupting.  Shown as balls of fire bursting out of the lava.

 

Shortly afterwards lava will land on the main encounter area, covering one quarter of the room. 
This fire deals high ticking damage to anyone inside but also destroys all pillars in that location.

Additionally on Heroic, you'll be dealing with the  Fel Eruption.


Throughout the fight, each corner of the room will take turns at being coated in fire.


You are able to see which corner is going to be filled with fire, as the pools at the edges of the room will start to erupt.


This fire deals ticking damage to anyone who stands within it, and as it spawns it will remove any pillars within that quarter of the room. Because of this, make sure that ranged players are spread around the middle of the room, ensuring that your raid spawns pillars in all four sections.


This way, when the fire comes in you don't need to worry if it destroys some pillars in one quarter, as you would always have spare pillars in other quarters.

 

 


Mythic Difficulty
Aside from abilities dealing more damage in comparison to Heroic Difficulty, there are a couple mechanical changes to the Goroth encounter on Mythic difficulty.

 

The  Melted Armor left behind by the  Burning Armor tank debuff now increases damage taken by 300% rather than 200%.

 

Each  Infernal Spike pillar which is destroyed will deal a small burst of damage to the raid.
This results in a small amount of extra strain on your healers throughout the fight, however in certain circumstances this damage can be problematic.


If there are a large amount of pillars active when  Infernal Burning is cast, the raid will take a large burst of damage. Healers may want to compensate for this by assigning healing cooldowns for each  Infernal Burning.


Additionally, playing targeted by the  Shattering Star want to destroy a maximum of 4 pillars, as the damage reductions applied to the  Shattering Star for any additional pillars will be overriden by the incoming damage of those pillars exploding.


The raid will also have to deal with  Rain of Brimstone roughly every 40 seconds.
This will cause 4 meteors to spawn in random locations in the encounter area. These meteors will each spawn a Brimstone Infernal add.


The Brimstone Infernals have ~600 million hp and will channel fel fire, which deals a large amount of ticking damage to the raid.


If a player stand within the meteor, they will prevent the Brimstone Infernal from spawning, but will take a burst of damage which is split evenly between all players within the Meteor.


It is vital that all 4 meteors are soaked each time this ability is cast, as the high health pool coupled with the devastating ticking damage from the Infernals will quickly lead to a wipe.


As the Meteors spawn in entirely random locations, you need to have the raid spread out around the encounter area.


Tanks should keep Goroth to one side of the room, and be responsible for soaking the Meteors that spawn in that location.


Melee DPS should assist the tanks in soaking any meteors that spawn in that area.


Ranged players should be spread around the middle of the room, to ensure that all  Infernal Spike pillars spawn close to one another.


When meteors are due to come in, Ranged players should then be prepared to quickly move to any that spawn far away from the boss.


These meteors can be solo soaked with large damage reductions and immunities. Classes that have these capabilities should try to solo soak as many meteors as possible to keep incoming damage low and raid output high.

 

 

 

All of the information was provided by FatBoss!

onto the second boss of the raid:

 

Demonic Inquisition

 

 

 

Please watch the Video above, again by Fatboss!

 

Abilities

spell_holy_painsupression.gif Torment

You will gain spell_holy_painsupression.gif Torment via the bosses abilities, some of the abilities are avoidable, some of them are not.

  • The spell_holy_painsupression.gif Torment is shown through the alternative power bar that, by default, appears at the bottom of the screen. If you allow the bar to completely fill to 100 spell_holy_painsupression.gif Torment, you will gain a debuff called spell_shadow_painandsuffering.gif Unbearable Torment.
  • spell_shadow_painandsuffering.gif Unbearable Torment will make you deal 20% less damage, reduce your hit chance by 90%, reduce the healing you do by 25%, and increase all the damage you take by 90%.
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spell_holy_painsupression.gif Torment Bar
Once full you will be debuffed with spell_shadow_painandsuffering.gif Unbearable Torment



The only way to remove spell_holy_painsupression.gif Torment is by using the achievement_boss_jailers.gif Confess extra action button. This will teleport you inside a new room and drop you down where you will fight a Tormented Soul
This add will melee whoever has threat, and will occasionally cast 
spell_fire_felcano.gif Tormented Eruption, which will spew out bolts which deal damage to anyone within 3 yards of their impact zone. 
 

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All players receive an Extra Action Button.
Use this to enter the Soul Cage to remove your 
spell_holy_painsupression.gif Torment.
The Extra Action Button can be used again
to exit the Soul Cage only once your 
spell_holy_painsupression.gif Torment 
has been completely removed.



Players need to avoid these bolts whilst simultaneously dealing damage to the add. As the add takes damage, it will spawn Remnant of Hope orbs.

  • Running over an orb will absorb it and remove 35 spell_holy_painsupression.gif Torment from the player.
  • Once you reach 0 spell_holy_painsupression.gif Torment, you can reuse the extra action button to return to the main encounter area.
  • Players cannot remain inside the achievement_boss_jailers.gif Confession cage for too long, as you’ll be taking ever increasing ticking damage from the spell_shadow_soulleech_1.gif Soul Corruption debuff which is being periodically applied to all players within the cage.
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Avoid the spell_fire_felcano.gif Tormented Eruption circles!
Soak the Remnant of Hope orbs to remove your spell_holy_painsupression.gif Torment.



To keep raid spell_holy_painsupression.gif Torment as low as possible you need to periodically have teams of high spell_holy_painsupression.gif Torment players achievement_boss_jailers.gif Confess at the same time.

  • The teams would need to consist of at least one tank & one healer
  • Once the team is downstairs, they need to damage the add to generate a large amount of orbs.
  • Once every member of the team has zero spell_holy_painsupression.gif Torment, they can all use their extra action button in unison to return to the encounter area again.
  • The raid leader will want to determine how often you enter the cage, as it will vary from group to group depending on how well the raid is able to counter the bosses abilities.
  • All raid members should be prepared to have to enter the cage at least once, tanks will have to go inside considerably more often.

Bosses

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The bosses should be stacked for the majority of
the encounter to maximize damage output.
The bosses must be separated before Atrigan
casts his 
ability_butcher_whirl.gif Bone Saw or Belac casts spell_fel_elementaldevastation.gif Fel Squall.

Atrigan

Atrigan needs to be tanked and will generate a high amount of spell_holy_painsupression.gif Torment for the tank through his passive, inv_misc_2h_farmscythe_a_01.gif Bone Scythe which causes each of his melee attacks to apply 2 spell_holy_painsupression.gif Torment

Atrigan will also cast 
inv_misc_2h_farmscythe_a_01.gif Scythe Sweep at the tank. This frontal cleave deals a large amount of damage and applies 20 spell_holy_painsupression.gifTorment to anyone struck. The tank should face Atrigan away from the raid at all times to make sure that they are the only player hit. 

ability_butcher_whirl.gif Bone Saw

  • After a short cast, Atrigan will deal damage and apply spell_holy_painsupression.gif Torment to nearby players every second.
  • If any player attacks Atrigan during ability_butcher_whirl.gif Bone Saw, they will gain a substantial amount of spell_holy_painsupression.gif Torment. This includes applications of debuffs as well as cleave abilities, however pre-existing dots will not generate spell_holy_painsupression.gif Torment for that player.
  • All DPS should swap to Belac during ability_butcher_whirl.gif Bone Saw, whilst the tank needs to move Atrigan away from Belac before ability_butcher_whirl.gifBone Saw begins to ensure that passive cleave doesn’t occur.

During ability_butcher_whirl.gif Bone Saw, Atrigan’s movement speed is reduced by 75% allowing the tank to kite him.

  • Atrigan should be dragged away from Belac around the sides of the room, to make sure that raid positioning isn’t too disrupted.
  • Once the ability_butcher_whirl.gif Bone Saw is over, Atrigan should once again be placed next to Belac to allow extra DPS through cleave abilities.

Belac

Belac does not need to be tanked and cannot be moved during the encounter. Instead of melee attacking, he will instead frequently cast spell_shadow_shadowbolt.gif Pangs of Guilt.

  • This is an interruptible cast which will deal a large burst of damage to players.
  • To ensure that each spell_shadow_shadowbolt.gif Pangs of Guilt is interrupted, you will need to assign 3 players to interrupt on a rotation.
  • Do Note: You’ll need to assign backup interrupts for when the assigned players achievement_boss_jailers.gif Confess to drop their spell_holy_painsupression.gif Torment, as they will be out of range of Belac.

Belac is responsible for generating most of the spell_holy_painsupression.gif Torment that is applied to the raid. One of the ways he does this is through his spell_shadow_blackplague.gif Tormenting Burst. This will deal a moderate amount of shadow damage to the raid and apply 4 spell_holy_painsupression.gif Tormentto all players. This is unavoidable and healers may want to use healing cooldowns to counteract the burst of damage done to the raid. 
 

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Players afflicted with 
spell_shadow_painspike.gif Echoing Anguish must be
away from other players before they are dispelled.

Belac will also apply spell_shadow_painspike.gif Echoing Anguish to multiple non-tank players simultaneously.

  • This is a 12 second dot which applies 4 spell_holy_painsupression.gif Torment every second.
  • Once the debuff expires or is dispelled, the afflicted player will trigger spell_shadow_blackplague.gif Anguished Outburst, which will deal a burst of damage and apply 10 spell_holy_painsupression.gif Torment to any players within 8 yards.
  • Players afflicted with the spell_shadow_painspike.gif Echoing Anguish need to move 8 yards away from the group and be dispelled.
  • Healers shouldn’t be too trigger happy with dispels for this debuff, as you may dispel a player who is stacked and cause a large amount of excess spell_holy_painsupression.gif Torment and damage to go out onto the raid.

spell_fel_elementaldevastation.gif Fel Squall
This ability acts much like Atrigans ability_butcher_whirl.gif Bone Saw ability.

  • After a short cast, Belac will deal ticking damage and apply spell_holy_painsupression.gif Torment to any nearby players whilst also applying a large amount of spell_holy_painsupression.gif Torment to any player who attacks him during this time.
  • Atrigan should be pre-moved away from Belac to allow all dps to swap over to him, without running the risk of accidently cleaving onto Belac.
  • Do Note: During the spell_fel_elementaldevastation.gif Fel Squall, Belac will not cast any abilities, and therefore doesn’t need to be interrupted for his spell_shadow_shadowbolt.gif Pangs of Guilt.

Strategy Summary

  • Keep both Atrigan and Belac stacked up to allow DPS to cleave, only spreading them apart for either the ability_butcher_whirl.gif Bone Sawor spell_fel_elementaldevastation.gif Fel Squall.
  • Face Atrigan away from the raid to ensure that only the tank is hit by the inv_misc_2h_farmscythe_a_01.gif Scythe Sweep.
  • Do not attack Atrigan during ability_butcher_whirl.gif Bone Saw or Belac during spell_fel_elementaldevastation.gif Fel Squall
  • Set up an interrupt rotation of three short cooldown interrupts for Belacs spell_shadow_shadowbolt.gif Pangs of Guilt.
  • Move away from players when afflicted with spell_shadow_painspike.gif Echoing Anguish and then be dispelled.
  • Have high spell_holy_painsupression.gif Torment groups consisting of one tank, one healer and a few dps achievement_boss_jailers.gif Confess simultaneously so that they can gather Remnant of Hope orbs to drop their spell_holy_painsupression.gif Torment.
  • Dodge the green spell_fire_felcano.gif Tormented Eruption bolts whilst fighting the Tormented Soul inside the achievement_boss_jailers.gif Confession cage.
  • Ensure that all players leave the achievement_boss_jailers.gif Confession cage together to avoid anyone being left behind.

Looking For Raid Difficulty

Aside from abilities dealing less damage on Looking For Raid difficulty in comparison to Normal difficulty, there are no listed mechanical changes on Looking For Raid difficulty in comparison to Normal Difficulty.

Heroic Difficulty

Aside from abilities dealing more damage in comparison to Normal Difficulty, there is one additional mechanic per boss that has been added to the Demonic Inquisition encounter on Heroic Difficulty.
 

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Players targeted by 
inv_misc_wailingbone.gif Calcified Quills must 
face Atrigan away from the raid.

Atrigan gains the inv_misc_wailingbone.gif Calcified Quills ability which sends a barrage of spikes towards a player, knocking them up and dealing damage to them.

  • The player targeted by this ability should position themselves so that the inv_misc_wailingbone.gif Calcified Quills hits as few players as possible.
  • Everyone must keep an eye on their boss timers and be aware of what direction Artigan is facing when this is cast, so they can avoid the knockup.

Belac gains the spell_shadow_shadesofdarkness.gif Suffocating Dark ability which places a purple zone around a few random ranged players. This purple zone deals ticking damage and applies 10 spell_holy_painsupression.gif Torment every second whilst also reducing the movement speed of anyone inside by 50%.

  • spell_shadow_shadesofdarkness.gif Suffocating Dark does not have a cast time and the zones are immediately placed onto players. Therefore ranged players must be prespread for this ability, preferably around the edges of the room to keep the encounter area clear.
  • However, you must not stand at the entrance of the room, as players leaving the achievement_boss_jailers.gif Confession cage will always re-enter the main encounter room by the door and you do not want them to land straight into a spell_shadow_shadesofdarkness.gif Suffocating Darkzone.
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Avoid the 
spell_shadow_shadesofdarkness.gif Suffocating Dark circles. Keep away from the entrance of the encounter area.

Mythic Difficulty

Aside from abilities dealing more damage in comparison to Heroic Difficulty, there is one additional mechanical change the Demonic Inquisition encounter on Mythic difficulty. 

Whenever a player leaves the 
achievement_boss_jailers.gif Confession Cage, a Tormented Fragment add will spawn at Belac's location.

  • These adds will fixate a player and will hit them moderately hard with melee attacks.
  • When the Tormented Fragment reaches 0 hp it will cast spell_fire_felflamering.gif Explosive Anguish, which will deal a large burst of damage to anyone within 8 yards after a few seconds.

Each time an Tormented Fragment add spawns, it will buff all other Tormented Fragment adds damage by 15% with spell_shadow_felmending.gifHarrowing Reconstitution and this effect stacks. Therefore, you want to keep the amount of adds to a minimum, by controlling when they spawn and killing them off as soon as possible.

  • To achieve this the raid will want to be organise their “torment-dropping” groups extremely well, limiting their size to around 4-6 players.
  • The groups want to ensure that they all leave the cage simultaneously so that all of the adds will spawn close to one another.
  • The groups also want to avoid leaving the cage during Belacs spell_fel_elementaldevastation.gif Fel Squall, as you will not be able to aoe down the adds without cleaving onto Belac.

The Tormented Fragment adds can be slowed, however all other forms of crowd control will not work.

  • This makes AoE slows a vital tool to be utilised in keeping the adds close to one another for the best cleave possible.
  • The fixated players should also try and have the adds run in the same direction, by kiting them in a predetermined direction.

It is also important that the raid sends in “torment-dropping” groups frequently. This is to avoid a situation where a large portion of your raid needs to drop spell_holy_painsupression.gif Torment at the same time. If this does happen, the raid will have to deal a large amount of adds all at once, which could cause a large amount of chaos when coupled with the other mechanics in the fight.

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Harjatan

Spoiler

 

 

Harjatan

Harjatan has a passive called inv_titanium_shield_spike.gif Abrasive Armor. This causes each melee attack to have a chance of applying ability_ghoulfrenzy.gif Jagged Abrasion, a 30 second dot on the tank which stacks. Tanks want to taunt off each other to keep the ability_ghoulfrenzy.gif Jagged Abrasionstacks as low as possible, 4-5 stacks is a good guideline. 

 

 

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Tanks must face Harjatan towards the raid when 
ability_warrior_endlessrage.gif Unchecked Rage is cast to split the damage.


ability_warrior_endlessrage.gif Unchecked Rage:
Harjatan has an energy bar that passively fills throughout the encounter. Once it is full, he will cast 
ability_warrior_endlessrage.gif Unchecked Rage.
  • This is a short-range frontal shockwave which deals high physical damage split between all players hit, as well as an additional burst of physical damage to the current tank.
  • The entire raid should be hit by this ability to evenly divide the damage. If less than 5 players are hit, Harjatan will become enraged gaining a permanent damage increase.
  • The Raid should be stacked up behind the boss for the majority of the fight. When the ability_warrior_endlessrage.gif Unchecked Rage is due to be cast, the current tank should turn Harjatan to face the raid.
    • This keeps the damage from the ability low, whilst maximising damage for melee DPS as they will not have to deal with parries from the boss.

Throughout the fight Harjatan will summon in waves murlocs with his ability_warrior_dragonroar.gif Commanding Roar.

  • These murlocs will spawn from two set locations around the room. The boss should be tanked next to one of these locations, so the raid can almost immediately start killing off those murlocs.
  • Alternatively, Harjatan can be tanked in between these two locations, to allow the Murlocs to group quicker underneath the boss.
  • The murlocs take DPS priority, as both types of murloc will apply a debuff called inv_misc_volatilewater.gif Drenched to the raid.
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Harjatan should be moved to either of the murloc spawn locations from the start of the encounter.

 


inv_misc_volatilewater.gif Drenched is a permanent debuff which deals a minor amount of ticking frost damage, whilst also increasing the frost damage you take by 5%. inv_misc_volatilewater.gif Drenched can stack and it is vital that players keep the amount of inv_misc_volatilewater.gif Drenched on the raid to a minimum, in order to survive prolonged frost damage bursts periods that occur later in the encounter.

Razorjaw Murlocs

Razorjaw Gladiator will chain cast ability_fixated_state_red.gif Driven Assault. This causes them to fixate on a random player and chase them down.

  • During this time their damage is increased by 50% and their movement speed is reduced by 35%, allowing fixated players to kite them.
  • Players should attempt to keep the Gladiators near the boss whilst kiting them, to allow players to AoE them down.
  • Players must avoid their melee attacks as the Razorjaw Gladiators have a passive called spell_nature_acid_01.gif Dripping Blade, which cause each melee hit to apply a stack of inv_misc_volatilewater.gif Drenched.
  • They will also cast ability_warrior_cleave.gif Splashy Cleave when they are in melee range of their target, dealing a burst of frost damage to all players in front of them, whilst also applying a stack of inv_misc_volatilewater.gif Drenched.
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Razorjaw Gladiators must be faced away from the raid. Make sure you are not hit while being targeted by ability_fixated_state_red.gif Driven Assault.
Razorjaw Wavemenders should be top of DPS priority.

Razorjaw Wavemenders

Razorjaw Wavemenders primarily apply inv_misc_volatilewater.gif Drenched via their spells.

  • inv_elemental_mote_water01.gif Watery Splash is an interruptible cast which deals a burst of frost damage to a random raid member. This also applies a stack of inv_misc_volatilewater.gif Drenched.
  • This cast must be interrupted, not only to keep the inv_misc_volatilewater.gif Drenched stacks low across the raid, but also to help keep the Razorjaw Wavemenders mobile so they can be grouped up faster.

The Wavemenders will also apply ability_shawaterelemental_reform.gif Aqueous Burst to random non-tank players.

  • This is a 6 second debuff which causes the player to explode upon expiration. The explosion deals a burst of frost damage to anyone nearby and spawns a patch of inv_elemental_mote_water01.gif Drenching Waters on the ground.
  • inv_elemental_mote_water01.gif Drenching Waters will deal ticking damage and apply inv_misc_volatilewater.gif Drenched stacks to anyone who stands within it.
  • Players afflicted with ability_shawaterelemental_reform.gif Aqueous Burst must move away from the raid and allow the debuff to time out around the edges of the room.
  • Do however keep any area directly behind the raid free of inv_elemental_mote_water01.gif Drenching Waters patches, this area must be free of patches for when the boss casts ability_shawaterelemental_reform.gif Draw In.
  • This will keep the inv_elemental_mote_water01.gif Drenching Waters pools away from high traffic areas, whilst also keeping raid wide inv_misc_volatilewater.gif Drenchedstacks to a minimum.
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Players with ability_shawaterelemental_reform.gif Aqueous Burst must move out of the raid.
Once ability_shawaterelemental_reform.gif Aqueous Burst has expired players should return back to the raid.

ability_shawaterelemental_reform.gif Draw In

inv_elemental_mote_water01.gif Drenching Waters placements is key to deal with Harjatans signature ability: ability_shawaterelemental_reform.gif Draw In

  • ability_shawaterelemental_reform.gif Draw In is a 10 second channel which will cause all Drenching Water pools to move directly towards and be subsequently absorbed by Harjatan.
  • The Drenching Water pools are still active as they travel towards Harjatan and therefore must be avoided.
  • By placing the inv_elemental_mote_water01.gif Drenching Waters around the edges of the room, to the left and right hand side of the raid, there will be a large gap in the middle of the room for the raid to avoid the travelling pools.
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ability_shawaterelemental_reform.gif Draw In will pull all inv_elemental_mote_water01.gif Drenching Waters patches towards the boss. If players manage to spawn the patches to the side of the raid then very little movement is required to avoid them.

 


For each inv_elemental_mote_water01.gif Drenching Waters pool that Harjatan absorbs, he gains a stack of spell_deathknight_icetouch.gif Frigid Blows.

  • Each Stack of this buff will empower a single melee attacks, causing them to deal frost damage to the entire raid.
  • After a stack is removed via a melee attack a pool of inv_elemental_mote_water01.gif Drenching Waters will spawn on a random player.
  • To counter this, as soon as all the pools have been absorbed you need the entire raid to hug the edges of the room, to bait these new pools to spawn in good locations.
  • Players need to avoid the pools as they land, as they deal a large burst of damage to you, and the entire raid is already taking heavy damage at this point.
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Harjatan will target random players with inv_elemental_mote_water01.gifDrenching Waters as he begins to drop his spell_deathknight_icetouch.gifFrigid Blows
Players should attempt to place them again in locations away from the raid.

 


Once all stacks of spell_deathknight_icetouch.gif Frigid Blows have been expended, he will cast spell_frost_frostnova.gif Frosty Discharge, which deals a burst of damage to the raid and removes every players inv_misc_volatilewater.gif Drenched stacks.

  • The raid must note that each ability_shawaterelemental_reform.gif Draw In "phase" will become progressively longer, as he will absorb a larger amount of inv_elemental_mote_water01.gif Drenching Waters pools each time.
  • Raid cooldowns and personal survival cooldowns should be used on later ability_shawaterelemental_reform.gif Draw In phases, to help mitigate the higher amount of incoming damage.

Strategy Summary

Tank Responsibilities

  • Alternate who is tanking the boss to allow ability_ghoulfrenzy.gif Jagged Abrasion to drop, usually around 4-5 stacks
  • Face Harjatan towards the raid for each ability_warrior_endlessrage.gif Unchecked Rage
  • Position Harjatan next to one of the Razorjaw Murloc spawn locations, or in between the locations to allow the murlocs to group up quickly
  • Avoid standing in front of Razorjaw Gladiators to avoid the ability_warrior_cleave.gif Splashy Cleave
  • Gain threat on Razorjaw Wavemenders as they enter the encounter from the sides of the room
  • Avoid the incoming inv_elemental_mote_water01.gif Drenching Waters when ability_shawaterelemental_reform.gif Draw In is cast
  • Hug the edges of the room during the spell_deathknight_icetouch.gif Frigid Blows and avoid the inv_elemental_mote_water01.gif Drenching Waters as they fly at you from the boss

Healer Responsibilities

DPS Responsibilities

Looking For Raid Difficulty

Aside from abilities dealing less damage in comparison to Normal Difficulty, Looking For Raid difficulty has one less mechanic to counter. 

When Harjatan summons in waves of murlocs with his 
ability_warrior_dragonroar.gif Commanding Roar, the raid will only have to deal with the Razorjaw Wavemenders, as the Razorjaw Gladiators have been removed from the encounter. 
This removes the responsibility of kiting the Gladiators and facing them in the correct position for the 
ability_warrior_cleave.gif Splashy Cleave.

Heroic Difficulty

As of time of writing, there are no strangely mechanical differences between Heroic and Normal Mode. The only differences listed are purely numerical, where abilities will deal more damage on Heroic than in Normal Mode.

The Taskmaster add that was previously present in past versions of the encounter has since been removed from the Heroic version of the fight.

Mythic Diffculty

Aside from abilities dealing more damage in comparison to Heroic Difficulty, the Harjatan encounter has had one new enemy added to the encounter. 

There are 4 groups of 
Incubated Eggs present throughout the fight on Mythic Difficulty. The egg piles are always in the same four locations, placed around the edges of the encounter area.

  • The eggs will remain dormant and untargetable until set points where two separate eggs piles will begin to hatch.
  • During this time both egg piles will have the inv_pet_bluemurlocegg.gif Hardened Shell buff, which reduces the damage they take by 99%.
  • This damage reduction can be removed by having Harjatan cleave on to them when he casts ability_warrior_endlessrage.gif Unchecked Rage.

As only one egg pile can be hit by the ability_warrior_endlessrage.gif Unchecked Rage, the raid needs to decide which eggs they want to make vulnerable so they can destroy them. 
There are three different types of add that will spawn from the eggs. This is shown by a coloured aura around the eggs. 

The eggs with the blue aura will spawn a 
Drippy Tadpole.

  • Drippy Tadpoles need to be tanked away from the raid, as they will frequently spawn Drenching Water pools underneath themselves, via the shaman_pvp_ripplingwaters.gif Dripping Wet passive.

The eggs with the red aura will spawn a Colicky Tadpole

  • Colicky Tadpoles will cast ability_racial_bloodrage.gif Tantrum, which will cause them to jump to random players over the course of the channel, dealing damage to anyone nearby. They also buff themselves with ability_warrior_intensifyrage.gif Getting Angry, which increases the damage that they deal over time.

The eggs with the green aura will spawn multiple Sickly Tadpoles.

  • The Sickly Tadpoles will each fixate a random player and slowly move towards them. Upon reaching the player they will cast Rotten Emission, dealing a large burst of nature damage to anyone nearby.
  • The Sickly Tadpoles move very slowly and are susceptible to additional slows via player abilities.

All Tadpoles are immune to stuns, displacements and other CC abilities apart from slowing affects.

  • When the Tadpoles die, they will also Enrage any boss or adds nearby, permanently increasing their damage done. Because of this, Tadpoles should be killed quickly away from any enemies in the encounter.

Egg priority:

  • The blue aura egg should be destroyed above all other eggs, as the additional inv_elemental_mote_water01.gif Drenching Waters that spawn will prolong the ability_shawaterelemental_reform.gif Draw In "Phase", which is already taxing on the raid team.
  • The red aura egg should be your second choice, as the random movement of the Colicky Tadpole during its ability_racial_bloodrage.gifTantrum can make killing it away from other enemies difficult to achieve.
  • The green aura eggs should be the eggs that are generally let through. The low movement speed of the tadpoles coupled with the additional slow and lower health pool make them easy to switch to and kill off after any current Murloc adds have been dealt with.

After choosing what egg to destroy, players should stand next to the egg to help split the damage of the incoming ability_warrior_endlessrage.gifUnchecked Rage. The eggs have a high healthpool and need to be switched to immediately after the inv_pet_bluemurlocegg.gif Hardened Shelldamage reduction has been removed. 

Harjatan should then be move away from the other set of eggs that are going to hatch so that the Tadpoles will have a larger distance between them and any other enemy in the encounter area.

 

Mistress Sassz'ine

 

Spoiler

 

 

Quick Tips

Overview – Handpicked to watch over the flooded passageways, Mistress Sassz'ine stands ready to retrieve the Tidestone from those foolish enough to enter her domain.

Encounter Overview

Mistress Sassz'ine is a three phase encounter which requires careful add management and excellent group positioning to deal with her various deadly abilities.

  • Phase One consists of players using the inv_misc_slime_02.gif Concealing Murk left behind by the Abyss Stalkers to dodge ability_butcher_whirl.gif Slicing Tornadoes, whilst removing harmful debuffs by being shocked by jellyfish.
  • Phase Two requires players to dodge the lethal spell_frost_summonwaterelemental.gif Crashing Waves whilst placing inv_misc_food_legion_goooil_pool.gif Befouling Ink near the trade_archaeology_shark-jaws.gifDevouring Maw of Sarukel to drive him off.
  • Phase Three consists of a mixture of abilities from Phase One & Two. Players must kill off Mistress Sassz'ine quickly before her mechanics overwhelm the raid.

Mistress Sassz'ine has three abilities that she will use throughout all three phases.

spell_warlock_demonsoul.gif Burden of Pain

Mistress Sassz'ine will frequently cast spell_warlock_demonsoul.gif Burden of Pain on the current tank.

  • This is a debuff which causes the tank to take moderate shadow damage every second for 20 seconds.
  • Whilst this debuff is active, any Physical damage that tank takes will be shared to all other players in the raid.
  • Tanks must taunt off each other when the spell_warlock_demonsoul.gif Burden of Pain is applied, as the shared damage will quickly cause unsustainable damage to the raid.

inv_misc_fish_12.gif From the Abyss

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Abyss Stalkers should be held
by the tank with 
spell_warlock_demonsoul.gif Burden of Pain.

Mistress Sassz'ine will summon in three Abyss Stalkers each time she casts inv_misc_fish_12.gif From the Abyss.

  • The Abyss Stalkers need to be held by the tank with the spell_warlock_demonsoul.gif Burden of Paindebuff.
  • This will not cause the spell_warlock_demonsoul.gif Burden of Pain to trigger, as the melee attacks of the Abyss Stalkers deal shadow damage, not physical damage.
  • The Abyss Stalkers can be stunned, gripped, slowed and displaced. Other forms of "Hard CC" such as polymorphs do not work on these adds.
  • When the Abyss Stalkers die, they leave a patch of inv_misc_slime_02.gif Concealing Murk on the ground which lasts for 20 seconds.
  • inv_misc_slime_02.gif Concealing Murk will deal ticking damage and reduce the hit chance of players within it by 75%.
  • Players should avoid standing within the inv_misc_slime_02.gif Concealing Murk as they become nearly useless due to the reduced hit chance.
  • The inv_misc_slime_02.gif Concealing Murk is used to counter various mechanics throughout the fight. This will be covered later in the guide.

inv_misc_ammo_arrow_03.gif Hydra Shot

Mistress Sassz'ine will mark a single player in the raid and place an beam on them when she casts inv_misc_ammo_arrow_03.gif Hydra Shot.

  • After 6 seconds, the marked player will be shot with an arrow which deals large physical damage split between all players between the fixated player and the boss.
  • Each player hit by the inv_misc_ammo_arrow_03.gif Hydra Shot also receives the ability_creature_poison_05.gif Hydra Acid debuff, a dot which deals moderate damage every second over 6 seconds.

The inv_misc_ammo_arrow_03.gif Hydra Shot target needs to stand away from the boss, whilst the multiple members of the raid stack in the space between the marked target and the boss.

  • This will spread the damage to survivable levels.
  • The inv_misc_ammo_arrow_03.gif Hydra Shot target is able to solo the ability if they use a large damage reduction or immunity. Blessing of Protection can also be placed on the marked target to allow them to solo the physical damage hit.
  • The spell_warlock_demonsoul.gif Burden of Pain tank should avoid taking the inv_misc_ammo_arrow_03.gif Hydra Shot, as it deals physical damage which will be shared with the rest of the raid.
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When inv_misc_ammo_arrow_03.gif Hydra Shot is cast,
arrows will appear under Mistress Sassz'ine.
Players targeted by inv_misc_ammo_arrow_03.gif Hydra Shot receive
a green arrow above their head

Phase One: Ten Thousand Fangs

Phase One consists of using the inv_misc_slime_02.gif Concealing Murk left behind by the Abyss Stalkers to make gaps in lines of ability_butcher_whirl.gif Slicing Tornados, allowing players to harmless pass through. Additionally, players will need to remove inv_misc_monsterfang_02.gif Consuming Hungerdebuffs by standing within the ability_thunderking_balllightning.gif Thundering Shock patches. This will spawn an add that players will need to quickly kill.

ability_butcher_whirl.gif Slicing Tornado

Mistress Sassz'ine will summon a line of ability_butcher_whirl.gif Slicing Tornadoes that stretch out across the encounter area and slowly move across it.

  • Players hit by the Tornadoes will receive a 20 second hard hitting physical damage dot.
  • The Slicing Torndoes will despawn when they come into contact with the inv_misc_slime_02.gif Concealing Murk left behind by the Abyss Stalkers.
  • Players want to get the Abyss Stalkers to low health and then wait for the ability_butcher_whirl.gif Slicing Tornado to be cast.
  • Once the tornadoes appear, the Abyss Stalkers need to be killed and players should position the inv_misc_slime_02.gif Concealing Murkbetween themselves and the Tornadoes.
  • The ability_butcher_whirl.gif Slicing Tornadoes that come into contact with the inv_misc_slime_02.gif Concealing Murk will despawn, causing a gap to form in the wall of ability_butcher_whirl.gif Slicing Tornadoes.
  • Players then need to quickly pass through this gap to avoid getting hit by the ability.
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ability_butcher_whirl.gif Slicing Tornadoes move from one side 
of the room to the other. 
If ability_butcher_whirl.gif Slicing Tornadoes come into contact with 
inv_misc_slime_02.gif Concealing Murk left behind by the 
Abyss Stalkers, they harmlessly despawn.

inv_misc_monsterfang_02.gif Consuming Hunger

  • Mistress Sassz'ine will apply inv_misc_monsterfang_02.gif Consuming Hunger to a few players each time the ability is cast.
  • This is a 10 second physical damage dot. Players can remove the debuff earlier by standing within ability_thunderking_balllightning.gif Thundering Shock patches that spawn throughout the phase.
  • Standing with a ability_thunderking_balllightning.gif Thundering Shock patch will stun the player for 4 seconds, and cause them to take a burst of damage.
    • Players who do not have the inv_misc_monsterfang_02.gif Consuming Hunger debuff should actively avoid standing within any ability_thunderking_balllightning.gif Thundering Shock patches, whilst debuffed players need to actively seek them out.
  • The stun needs to be dispelled quickly by a healer so the player can work on killing the Razorjaw Waverunner add that spawns the moment the inv_misc_monsterfang_02.gif Consuming Hunger is removed.
  • The Razorjaw Waverunner will spam cast inv_elemental_primal_water.gif Water Blast, which deals a moderate amount of frost damage to a random player nearby.
  • This cast needs to be interrupted and all DPS should focus on killing the Waverunners as soon as possible.
  • The Waverunners can be stunned, gripped, slowed and displaced. Other forms of "Hard CC" such as polymorphs do not work on these adds.
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Stand within ability_thunderking_balllightning.gif Thundering Shock patches 
to remove 
inv_misc_monsterfang_02.gif Consuming Hunger.
Razorjaw Waverunner will spam cast inv_elemental_primal_water.gif Water Blast,
it must be interrupted.

 


Once Mistress Sassz'ine reaches 70% health she will transition into Phase Two.

Phase Two: Terrors of the Deep

Phase Two requires players to dodge the lethal spell_frost_summonwaterelemental.gif Crashing Waves whilst placing inv_misc_food_legion_goooil_pool.gif Befouling Ink near the trade_archaeology_shark-jaws.gif Devouring Maw of Sarukel to drive him off. Mistress Sassz'ine has lost access to the ability_butcher_whirl.gif Slicing Tornadoability_thunderking_balllightning.gif Thundering Shock and inv_misc_monsterfang_02.gifConsuming Hunger abilities. 

The 
inv_misc_slime_02.gif Concealing Murk left behind by the Abyss Stalkers serves no purpose in this phase, so the Abyss Stalkers should be killed off as soon as possible to lower damage going out onto the tanks. 
Tanks will still need to taunt off one another for when 
spell_warlock_demonsoul.gif Burden of Pain is applied, and players will need to help soak the damage of the inv_misc_ammo_arrow_03.gif Hydra Shot during this phase.

spell_frost_summonwaterelemental.gif Call Vellius

Mistress Sassz'ine will cast spell_frost_summonwaterelemental.gif Call Vellius, which will cause a large line of bubbling water to appear across the encounter area.

  • A few seconds later Vellius will crash through this zone via spell_frost_summonwaterelemental.gif Crashing Wave, dealing high frost damage and knocking back anyone within the line.
  • Players must move out of the large line of bubbling water to avoid taking the near fatal hit.
  • To help with this movement, players may want to save movement speed increases to guarantee they can move out of the way. This is also a perfect time for raid wide movement speed increases, such as stampeding roar.
  • The raid will want to remain grouped up as much as possible when dodging the spell_frost_summonwaterelemental.gif Crashing Wave so that they can continue to spread the damage of theinv_misc_ammo_arrow_03.gif Hydra Shot.
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spell_frost_summonwaterelemental.gif Call Vellius will cause bubbles 
to appear across the platform.
Shortly afterwards Vellius will dive 
across that area, dealing huge damage 
to anyone caught.

inv_misc_food_legion_goooil_pool.gif Summon Ossunet and trade_archaeology_shark-jaws.gif Beckon Sarukel

Mistress Sassz'ine will frequently inv_misc_food_legion_goooil_pool.gif Summon Ossunet. This causes multiple patches of inv_misc_food_legion_goooil_pool.gif Befouling Ink to spawn in random locations of the encounter area.

  • Any player who comes into contact with the inv_misc_food_legion_goooil_pool.gif Befouling Ink will absorb it, which leaves a 10 second debuff on them reducing their movement speed by 25% and inflicting moderate shadow damage every 2 seconds.
  • The inv_misc_food_legion_goooil_pool.gif Befouling Ink should be avoided by all players, until Mistress Sassz'ine casts trade_archaeology_shark-jaws.gif Beckon Sarukel.

When trade_archaeology_shark-jaws.gif Beckon Sarukel is cast, a large whale creature will appear at the side of the room and will cast trade_archaeology_shark-jaws.gif Devouring Mawwhich pulls in players towards it, dealing frost damage to the entire raid every 2 seconds.

  • If a player goes within 15 yards of the whale creature they will be instantly killed through trade_archaeology_shark-jaws.gif Devour Whole.
  • The only way to get the whale creature to leave is by having players absorb inv_misc_food_legion_goooil_pool.gif Befouling Ink and to stand near the whale. This will cause the whale to remove the ink from the player.
  • Once the whale has removed three inv_misc_food_legion_goooil_pool.gif Befouling Inks he will flee the encounter area, only returning when trade_archaeology_shark-jaws.gif Beckon Sarukel is cast again.

As soon as trade_archaeology_shark-jaws.gif Beckon Sarukel is cast, three players should each run into and absorb a inv_misc_food_legion_goooil_pool.gif Befouling Ink patch.

  • They should then move next to the whale creature to cause it to eat the Ink, forcing him to leave the encounter area.
  • All other players during this time must run against the "pull in" effect from trade_archaeology_shark-jaws.gif Devouring Maw whilst healers use healing cooldowns to keep the raid healthy.
  • This must be achieved as soon as possible, as the "pull in" effect from trade_archaeology_shark-jaws.gif Devouring Maw is very disruptive to player movement, which can cause substantial problems when dealing with other positioning based mechanics such as inv_misc_ammo_arrow_03.gifHydra Shot and spell_frost_summonwaterelemental.gif Call Vellius.

 

 

When Mistress Sassz'ine reaches 40% health, Phase Three will begin. 

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When inv_misc_food_legion_goooil_pool.gif Summon Ossunet is cast, inv_misc_food_legion_goooil_pool.gif Befouling Inkpatches 
will spawn in random locations within the room.
Shortly afterwards trade_archaeology_shark-jaws.gif Beckon Sarukel is cast. 
While Sarukel is active he will drag players towards him. 
Get too close and you'll be instantly killed.
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If three players absorb a inv_misc_food_legion_goooil_pool.gif Befouling Ink patch
and move towards Sarukel...
He'll attempt to eat the players but instead
get a face full of Ink. Once done three times,
he'll leave the encounter area until the ability is recast.
 
 

Phase Three: Vast Oceans of Wrath

Phase Three consists of a mixture of abilities from Phase One and Phase Two. No additional abilities have been added to this phase, instead the difficulty lies in dealing with both sets of mechanics whilst trying to kill the boss before damage overwhelms the raid. 

In addition to 
inv_misc_ammo_arrow_03.gif Hydra Shotspell_warlock_demonsoul.gif Burden of Pain and the Abyss Stalkers summoned via inv_misc_fish_12.gif From the Abyss, the raid will need to deal with 4 other abilities.

Players will still need to dodge the 
spell_frost_summonwaterelemental.gif Crashing Wave that occurs when spell_frost_summonwaterelemental.gif Call Vellius is cast.

  • Movement speed increases should continue to be used on this ability to ensure that players can dodge it easily.

inv_misc_food_legion_goooil_pool.gif Befouling Ink will continue to spawn in the encounter area when inv_misc_food_legion_goooil_pool.gif Summon Ossunet is cast.

  • Players should avoid these circles as much as possible. There is no trade_archaeology_shark-jaws.gif Beckon Sarukel in phase three, so the inv_misc_food_legion_goooil_pool.gifBefouling Inks only serve to slow and deal damage to players.
  • If the raid finds itself low on room, players should begin to soak the inv_misc_food_legion_goooil_pool.gif Befouling Ink patches to free up space. Just ensure that no spell_frost_summonwaterelemental.gif Call Vellius casts are due to come in, as the movement speed reduction will reduce players ability to dodge the spell_frost_summonwaterelemental.gif Crashing Wave.

ability_butcher_whirl.gif Slicing Tornados make a return from Phase One.

  • This is dealt with identically to the first phase, by killing the Abyss Stalkers just as the tornadoes spawn.
  • This will cause their inv_misc_slime_02.gif Concealing Murk to despawn some of the Tornadoes, allowing players to pass through harmlessly.

The final mechanic in this phase is the inv_misc_monsterfang_02.gif Consuming Hunger.

Players should ensure that they have DPS cooldowns going into Phase 3 as killing the boss quickly is the key to success.

  • If the raid is struggling to meet the damage requirement, using Bloodlust/Timewarp/Heroism in Phase 3 may help alleviate some of those issues.

Strategy Summary

All Phases

  • Tanks need to taunt when spell_warlock_demonsoul.gif Burden of Pain is applied to reduce the shared damage going out onto the raid.
  • The spell_warlock_demonsoul.gif Burden of Pain tank needs to avoid taking any Physical damage.
  • The spell_warlock_demonsoul.gif Burden of Pain tank should tank the Abyss Stalkers, as the melee hits they do deal shadow damage.
  • Do not stand in the inv_misc_slime_02.gif Concealing Murk that spawns from the corpses of the Abyss Stalkers.
  • inv_misc_ammo_arrow_03.gif Hydra Shot targets need to fan out around the boss, whilst the rest of the raid stands between the targets and the boss to help spread the damage.
  • Do not take more than two inv_misc_ammo_arrow_03.gif Hydra Shots at once, otherwise you will be stunned for 4 seconds.
  • The spell_warlock_demonsoul.gif Burden of Pain tank should avoid taking the inv_misc_ammo_arrow_03.gif Hydra Shot, as it deals physical damage which will be shared with the rest of the raid.

Phase One: 100%-70% HP

Phase Two: 70%-40% HP

Phase Three: 40%-0% HP

Role Specific Responsibilities

 

 Tanks

All Phases Phase One Phase Two Phase Three

Healers

All Phases
  • Do not stand in the inv_misc_slime_02.gif Concealing Murk that spawns from the corpses of the Abyss Stalkers.
  • inv_misc_ammo_arrow_03.gif Hydra Shot targets need to fan out around the boss, whilst the rest of the raid stands between the targets and the boss to help spread the damage.
  • Do not take more than two inv_misc_ammo_arrow_03.gif Hydra Shots at once, otherwise you will be stunned for 4 seconds.
Phase One Phase Two Phase Three
 

DPS

All Phases
  • Do not stand in the inv_misc_slime_02.gif Concealing Murk that spawns from the corpses of the Abyss Stalkers.
  • inv_misc_ammo_arrow_03.gif Hydra Shot targets need to fan out around the boss, whilst the rest of the raid stands between the targets and the boss to help spread the damage.
  • Do not take more than two inv_misc_ammo_arrow_03.gif Hydra Shots at once, otherwise you will be stunned for 4 seconds.
Phase One Phase Two Phase Three

Heroic Difficulty

635174.jpg
Interrupt the 
spell_priest_shadoworbs.gif Dark Depths cast
to prevent 
Abyss Stalkers from blinking around the room.
Aside from Heroic abilities dealing more damage than Normal abilities, there is a mechanical change applied to the encounter to make the fight harder.
  • The Abyss Stalkers spawned via inv_misc_fish_12.gif From the Abyss will now also cast spell_priest_shadoworbs.gif Dark Depths.
  • This interruptible short cast will cause them to teleport to a random raid member and hit them with ability_warlock_shadowflame.gif Jaws from the Deep.
  • ability_warlock_shadowflame.gif Jaws from the Deep will deal a moderate burst of shadow damage as well as apply a shadow damage dot for 4 seconds.
  • The Dark Depth cast causes issues, as it will cause the Abyss Stalkers to spread out. This will increase the time they take to die, and may cause them to die in locations that are not ideal for the ability_butcher_whirl.gif Slicing Tornadoes.
  • The cast should be interrupted as much as possible. Additionally, the raid may wish to stun the Abyss Stalkers when they are on low HP to ensure that they die in the desired location for the ability_butcher_whirl.gif Slicing Tornadoes.
Additionally, the inv_misc_slime_02.gif Concealing Murk patches now only last for 10 seconds, rather than 20. DPS must time killing the Abyss Stalkers just as the ability_butcher_whirl.gif Slicing Tornados spawn, not before this point.

The 
inv_misc_ammo_arrow_03.gif Hydra Shot now targets three players instead of one. inv_misc_ammo_arrow_03.gif Hydra Shot targets need to fan out around the boss, whilst the rest of the raid spreads evenly in the space between each of the marked targets and the boss.
  • This will spread the damage to survivable levels, whilst ensuring that players are not hit by multiple inv_misc_ammo_arrow_03.gif Hydra Shots at once.
  • The ability_creature_poison_05.gif Hydra Acid stacks and it will stun any player who gains 2 stacks of it for 6 seconds, so players must avoid taking more than one inv_misc_ammo_arrow_03.gif Hydra Shot at any given time.
The inv_misc_monsterfang_02.gif Consuming Hunger now lasts for over 2 minutes.
  • Players must remove the debuff early by standing within ability_thunderking_balllightning.gif Thundering Shock patches that spawn throughout the phase to reduce overall incoming raid damage.
  • The Waverunners that spawn must still be interrupted and killed off as soon as possible.
  • Players who gain the debuff should try to drop it before leaving phase one, as there will be no ability_thunderking_balllightning.gif Thundering Shockpatches to remove the debuff early from this point onwards
  • In Phase Three, the inv_misc_monsterfang_02.gif Consuming Hunger now acts as a pseudo enrage as the debuff cannot be removed, as no ability_thunderking_balllightning.gifThundering Shock patches spawn.
  • Instead healers simply need to outheal the debuff whilst DPS kill off the boss before the healers can no longer keep up.
When transitioning into Phase Two, the raid may wish to hold off damage to ensure that no inv_misc_monsterfang_02.gif Consuming Hungerdebuffs are present on players, as the ability_thunderking_balllightning.gif Thundering Shock patches will not spawn past this point.

Mythic Difficulty

Aside from Mythic abilities dealing more damage than Heroic abilities, there are mechanical changes applied to the encounter to make the fight more difficult.

All Phases

Delicious Bufferfish:

Mistress Sassz'ine has substantially more health on Mythic in comparison to Heroic difficulty. To counteract this, Delicious Bufferfish have been added to the encounter.
  • Delicious Bufferfish will spawn around the encounter area shortly into the fight. A player can run on top of the Delicious Bufferfish to pick it up.
  • Doing so gives the player a 3% damage dealt increase or for healers restores 450 mana every second. These effects increase every second up to 50 stacks.
  • Taking any damage whilst holding a Delicious Bufferfish will cause it to drop to the ground, and the player is unable to pick up any Delicious Bufferfish for 2 minutes.
Players want to hold on to the Delicious Bufferfish for as long as possible, by avoiding damage at all costs. Shortly after the Delicious Bufferfish have been eaten, a new set of Delicious Bufferfish will respawn.
  • The raid needs to assign people to each set of Delicious Bufferfish, prioritising the best DPS and the healers who need the mana the most. Tanks should never take a Delicious Bufferfish as they will lose the buff as soon as they take damage.
  • The Abyss Stalkerspell_priest_shadoworbs.gif Dark Depths cast must be interrupted or stunned throughout the fight, as they may teleport to a player with a Delicious Bufferfish and force them to drop it.

Phase One

Phase Two

Phase Three

There has been no significant changes to Phase Three on Mythic difficulty. 

 

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Sisters of the Moon

 

Spoiler

 

 

Quick Tips

Overview – The Sisters of the Moon are trapped in a fading incorporeal state, bound together and sharing health. Between them they maintain only enough power to sustain the physical form of one of them at a time. 

Huntress Kasparian initiates the fight, followed by Captain Yathae Moonstrke at 70% health remaining, and then followed by Priestess Lunaspyre at 40% health remaining.

The floor of the 
 is a projected moon that changes through the moon phases. At Full Moon and New Moon the  empowers the incorporeal Sisters of the Moon to use [Glaive Storm] , [Incorporeal Shot] , and [Embrace of the Eclipse] .

 
In Mythic difficulty, Astral Purge inflicts raid wide damage when players move to a different side of the moon.
 
ej-healer.pngHealers – 
If targeted by 
[Rapid Shot] move to the light side of the moon to clear stacks of [Umbra Suffusion] .
If affected by 
[Moon Burn] move to the other side of the moon to trigger [Astral Purge] .
If 
[Umbra Suffusion] or [Lunar Suffusion] stacks get too high, move to the other side of the moon to clear them.
ej-tank.pngTanks – 
Position to allow 
[Moon Glaive] to hit 3 players to decrease overall tank damage.
If affected by 
[Discorporate] move to the other side of the moon to trigger [Astral Purge] .
Avoid taking too many stacks of 
[Lunar Fire] .
If 
[Umbra Suffusion] or [Lunar Suffusion] stacks get too high, move to the other side of the moon to clear them.

Encounter Overview

Sisters of the Moon is a three phase encounter which tests the raids ability to deal with mechanics coming from multiple sources simultaneously. Although the fight consists of three bosses which share a health pool, you will only ever fight one boss at a time, as whilst one boss is attack-able the others are in a ghostly form which prevents players from interacting with them. The boss that the raid will be fighting will change each phase. Additionally, players will need to change their positioning within the room to deal with the ever changing artifactability_balancedruid_halfmoon.gif Font of Elune

 

 

635217.jpg
The floor will constantly change between 
phases of the moon throughout the encounter.

artifactability_balancedruid_halfmoon.gif Font of Elune

The floor of the encounter area will continually change between the phases of the moon.

  • Whilst standing within the light purple areas of the room, players will receive a stacking debuff called ability_socererking_arcanefortification.gif Lunar Suffusion, which increases arcane damage taken by 3%.
Whilst standing within the dark purple areas of the room, players will receive a stacking debuff called spell_warlock_demonsoul.gif Umbra Suffusion, which increases shadow damage taken by 3%.
635216.jpg
Moving from one coloured area to the 
other will trigger an 
spell_mage_supernova_nightborne.gif Astral Purge
and remove any Suffusion stacks.

Switching from one coloured area of the room to the other will clear all stacks of suffusion from the player, but will trigger an spell_mage_supernova_nightborne.gif Astral Purge.

  • Although this mechanic is mostly passive, as the floor will change and players will be forced to change sides, players will need to trigger spell_mage_supernova_nightborne.gif Astral Purge to counter some of the bosses abilities.
Apart from this, players should not actively worry about switching sides to remove stacks of ability_socererking_arcanefortification.gif Lunar Suffusion/spell_warlock_demonsoul.gif Umbra Suffusion, as the moving colour on the floor will do this for them.
When the floor becomes entirely Light or Dark, the artifactability_balancedruid_halfmoon.gif Font of Elune will empower, triggering the bosses to use a powerful ability, depending on what phase the encounter happens to be in.

Phase One: The Huntress

Phase One consists of fighting Huntress Kasparian directly, whilst dealing with mechanics from Captain Yathae Moonstrike and Priestess Lunaspyre. Captain Yathae Moonstrike and Priestess Lunaspyre are not susceptible to damage and cannot be targeted during this phase. 

The abilities in this phase do not interact heavily with one another, and instead can be dealt with as they are cast on the raid.

Huntress Kasparian

Tanks will need to stand close to one another to share the damage of the ability_bossmannoroth_glaivethrust.gif Moon Glaive ability.

  • This cast throws a Glaive at the current tank which will then bounce to two additional targets, inflicting moderate physical damage to each target hit.
The tanks will want to use active mitigation for each ability_bossmannoroth_glaivethrust.gif Moon Glaive cast to reduce the physical damage taken.
The initial target of ability_bossmannoroth_glaivethrust.gif Moon Glaive will receive the spell_magearmor.gif Discorporate debuff, which reduces all healing and absorbtion taken by 75% for 30 seconds.
The spell_magearmor.gif Discorporate debuff can be removed early by triggering an spell_mage_supernova_nightborne.gif Astral Purge.
The non-debuffed tank should taunt, whilst the tank afflicted with spell_magearmor.gif Discorporate should go and trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the debuff.
In situations where triggering an spell_mage_supernova_nightborne.gif Astral Purge is not possible (such as when the room is either all Light or all Dark), the other tank should taunt the boss whilst the tank afflicted with spell_magearmor.gif Discorporate either waits for the room to change again or waits 30 seconds for the debuff to drop.
635221.jpg
Do not stand in the 
path of the 
ability_upgrademoonglaive.gif Twilight Glaive!

Huntress Kasparian will also mark a player with ability_upgrademoonglaive.gif Twilight Glaive. This causes an arrow to appear out of Huntress Kasparian which faces towards the targeted player.

  • Moments later a glaive will fly towards the player. Once it reaches the player it will then return in a straight line towards Huntress Kasparian.
All players hit by the glaive will take a moderate burst of shadow damage.
The player who is targeted by ability_upgrademoonglaive.gif Twilight Glaive should move away from other players, to ensure that they are the only person hit by the glaive.
All other players should actively move out of the path of the glaive to reduce overall damage to the raid.
If the targeted player has high stacks of spell_warlock_demonsoul.gif Umbra Suffusion, they may wish to pop a personal damage reduction cooldown to lessen the increased shadow damage of the glaive.

Priestess Lunaspyre

Priestess Lunaspyre will be dealing bursts of moderate arcane damage to random targets throughout the phase with her ability_socererking_arcanewrath.gif Lunar Strike ability.

  • This ability cannot be avoided. Instead healers are forced to spot heal players hit by the ability_socererking_arcanewrath.gif Lunar Strike.
Healers should note that when the raid has high stacks of ability_socererking_arcanefortification.gif Lunar Suffusion the ability_socererking_arcanewrath.gif Lunar Strike will be hitting players harder, making raid damage a bit more sporadic.

The Priestess will also apply spell_nature_moonglow.gif Moon Burn debuffs to players. This debuff deals moderate arcane damage to the player every 2 seconds for 30 seconds.

Players afflicted with spell_nature_moonglow.gif Moon Burn should actively try to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove this debuff. In situations where triggering an spell_mage_supernova_nightborne.gif Astral Purge is not possible, players will instead need to wait out the debuff.
Healers need to spot heal any target with spell_nature_moonglow.gif Moon Burn, paying extra attention to them if the target has high ability_socererking_arcanefortification.gif Lunar Suffusion stacks.

Captain Yathae Moonstrike

Captain Yathae Moonstrike will be dealing bursts of moderate shadow damage to random targets throughout the phase with her ability_theblackarrow.gif Shadow Shot ability.

  • Similarly to the Priestess's ability_socererking_arcanewrath.gif Lunar Strike, this ability cannot be avoided, instead forcing healers to spot heal the players hit by the ability_theblackarrow.gif Shadow Shot.
Healers should once again note that when the raid has high stacks of spell_warlock_demonsoul.gif Umbra Suffusion the ability_theblackarrow.gif Shadow Shot will be hitting players harder, making raid damage a bit more unpredictable.
635222.jpg
Move out of the 
ability_mage_arcanebarrage_nightborne.gif Twilight Volley zones.

The Captain will cause a rain of arrows to fall on the location of a random ranged player when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is cast.

  • These arrows deal moderate shadow damage every 1.5 seconds. Nearby players need to move out of the ability_mage_arcanebarrage_nightborne.gif Twilight Volley zone to avoid this damage.
As the ability targets random ranged players, ranged players should avoid standing near the boss, as this may cause a ability_mage_arcanebarrage_nightborne.gif Twilight Volley zone to spawn in melee.

When the artifactability_balancedruid_halfmoon.gif Font of Elune is fully Dark of fully Light, the Captain will cast inv_misc_herb_arrowbloom.gifIncorporeal Shot.

  • This will mark a random player within the raid and shine a beam towards them. After 8 seconds the target will take lethal shadow damage that is split between all players within the beam.
The player marked by the inv_misc_herb_arrowbloom.gif Incorporeal Shot should move to the middle of the room, whilst as many players as possible stand within the beam to help split the damage.
If the raid is coated with high stacks of spell_warlock_demonsoul.gif Umbra Suffusion healers may wish to use a raid cooldown to help mitigate the increased shadow damage.
635219.jpg
Help split the damage of the 
inv_misc_herb_arrowbloom.gif Incorporeal Shot.

Phase Two: Bow of the Night

Once Huntress Kasparian reaches 70% HP, she will transition into a ghostly form which prevents players from interacting with her. At this moment Captain Yathae Moonstrike will leave her ghostly form and become the boss which the raid has to primarily deal with.

Captain Yathae Moonstrike

The Captain has maintained her ability_mage_arcanebarrage_nightborne.gif Twilight Volley ability. Ranged players should continue to stay away from melee when this is due to be cast, whilst also avoiding the zone when it spawns. 

The Captain has lost the 
ability_theblackarrow.gif Shadow Shot ability, which has been replaced by ability_ironmaidens_convulsiveshadows.gif Rapid Shot.

  • This will target a random player, dealing moderate shadow damage every 0.5 seconds for 5 seconds.
This player will need significant spot healing from the healers, especially if they happen to have high spell_warlock_demonsoul.gif Umbra Suffusion stacks.
If the player is able to switch which Suffusion stacks they have for the ability, they should actively seek out the Light side of the room to remove any spell_warlock_demonsoul.gif Umbra Suffusion stacks.
635218.jpg
Quickly kill Moontalon before its 

ability_warlock_howlofterror.gif Deathly Screech deals too much damage!

The Captains most significant ability is ability_eyeoftheowl.gif Call Moontalon. This will spawn a Moontalon Owl add to fight at her side.

  • The Moontalon Owl needs to be tanked and has no significant abilities until it reaches 25% health.
At this point the Moontalon will frequently cast ability_warlock_howlofterror.gif Deathly Screech, which deals high Shadow damage to all nearby players.
Additionally, each subsequent cast deals 25% more damage and this effect stacks.
All DPS should focus down the Moontalon, whilst ensuring that they can burst it down when it reaches low health.
Reducing the amount of ability_warlock_howlofterror.gif Deathly Screech casts is vital during this phase, as it can deal an extremely high amount of damage to the raid.

Huntress Kasparian

The Huntress maintains her ability_upgrademoonglaive.gif Twilight Glaive ability from phase one. This must be dealt with in the exact same way as before, by ensuring that only the targeted player is hit.

  • This is slightly more difficult than in previous phases, as the Huntress will be teleporting around the room whilst in her ghostly form.
Players will need to constantly keep an eye on the position of the Huntress, to ensure that they can avoid the ability_upgrademoonglaive.gifTwilight Glaive when it is cast.

The Huntress has lost her ability_bossmannoroth_glaivethrust.gif Moon Glaive ability, which has been replaced by ability_upgrademoonglaive.gif Spectral Glaive.

  • This throws an unavoidable glaive at a player, which will then bounce to up to 3 nearby targets, dealing low Spellshadow (Arcane/Shadow) damage.
This ability cannot be avoided. Instead healers are forced to spot heal players hit by the ability_upgrademoonglaive.gif Spectral Glaive.
Healers should note that when the raid has high stacks of ability_socererking_arcanefortification.gif Lunar Suffusion or spell_warlock_demonsoul.gif Umbra Suffusion the ability_upgrademoonglaive.gif Spectral Glaive will be hitting players harder, making raid damage a bit more sporadic.
Ranged players can attempt to reduce the damage dealt by this ability by spreading out, as this can reduce the number of times the ability bounces.

Priestess Lunaspyre

The Priestess maintains her spell_nature_moonglow.gif Moon Burn and ability_socererking_arcanewrath.gif Lunar Strike abilities from phase one. Players must deal with the mechanics in the exact same way as before, by either healing up the damage from the ability_socererking_arcanewrath.gif Lunar Strike, or by attempting to remove the spell_nature_moonglow.gif Moon Burn by triggering an spell_mage_supernova_nightborne.gif Astral Purge.

 

 

635220.jpg
Remove the damage shield from 
the Captain when 
ability_druid_eclipse.gif Embrace of the Eclipse is cast!
The Priestess has gained one new ability, ability_druid_eclipse.gif Embrace of the Eclipse, which will only be cast upon the artifactability_balancedruid_halfmoon.gif Font of Eluneempowering - when the room is either fully Dark or fully Light.
  • This will place a large damage absorption shield on the Captain, as well as coat the raid in individual smaller healing absorption shields.
After 12 seconds all shields will explode, dealing damage equal to their remaining value. The range of damage from the Captains damage absorption shield is 70 yards, whilst the range of damage from each players healing absorption shield is 8 yards.

Players need to quickly focus damage onto the Captain to remove her shield as soon as possible. Healers should use raid cooldowns to quickly heal off the healing absorption shield from all players.

  • If the healers are unable to heal off every players shield, the raid should be spread apart 8 yards, as this will remove the splash damage aspect from each explosion.
If the DPS are unable to remove the Captains shield through normal damage, damage increasing cooldowns should be saved and used when the ability_druid_eclipse.gif Embrace of the Eclipse is applied.

Phase Three: Wrath of Elune

Once Captain Yathae Moonstrike reaches 40% HP, she will transition into a ghostly form which prevents players from interacting with her. At this moment Priestess Lunaspyre will leave her ghostly form and become the boss which the raid has to primarily deal with.

Priestess Lunaspyre

The Preistess has maintained her spell_nature_moonglow.gif Moon Burn ability, which must be dealt with in the same way as Phase One and Two, with players triggering an spell_mage_supernova_nightborne.gif Astral Purge as soon as possible to remove the debuff, whilst healers keep the debuffed players topped up. 

The Priestess has lost her 
ability_socererking_arcanewrath.gif Lunar Strike ability, which has been replaced by ability_mage_missilebarrage.gif Lunar Fire.

  • This is a cast directed at the tanks that applies a debuff which deals moderate arcane damage every 2 seconds for 30 seconds. This effect stacks.
The Tanks must alternate who is tanking the Priestess, which will allow their ability_mage_missilebarrage.gif Lunar Fire stacks to drop.

The Priestess has gained one new ability in this phase called spell_arcane_invocation.gif Lunar Beacon.

  • This is a 6 second debuff applied to a random player which deals moderate arcane damage to the player over 6 seconds.
Once the debuff expires it causes the target's location to be bombarded by Lunar Barrage every 1 second for 2 seconds.
This Lunar Barrage deals high arcane damage and silences players who are within the bombardment zone.
Players afflicted with spell_arcane_invocation.gif Lunar Beacon need to move away from the raid to allow the Lunar Barrage zones to spawn in locations that wont harm other players.
During this time healers must spot heal these players, especially if they have high stacks of ability_socererking_arcanefortification.gif Lunar Suffusion, as the arcane damage will be increased by the debuff.

Captain Yathae Moonstrike

The Captain will now have the same abilites she had in Phase One, minus the inv_misc_herb_arrowbloom.gif Incorporeal Shot which will not be cast.

  • Ranged players will still need to be spread out and away from melee for each ability_mage_arcanebarrage_nightborne.gif Twilight Volley cast, whilst healers spot heal players who are randomly targeted by the ability_theblackarrow.gif Shadow Shot.

Huntress Kasparian

The Huntress will maintain her ability_upgrademoonglaive.gif Twilight Glaive and ability_upgrademoonglaive.gif Spectral Glaive abilities from Phase Two, which must be dealt with in the same way.

  • The Huntress has gained one new ability which will only be cast upon the artifactability_balancedruid_halfmoon.gif Font of Elune empowering - when the room is either fully Dark or fully Light.
This ability is ability_upgrademoonglaive.gif Glaive Storm. The Huntress will throw a glaive through centre of the room which will then hit the wall and shatter into multiple glaives which will ricochet around the encounter area for a short time.
Any player hit by the glaives will take high Arcane damage.
Players should avoid standing in the centre of the room when this cast is due to come in. Once the glaives have split, players will need to dodge the ricocheting glaives that are flying around the encounter area.

Bloodlust Timing

Bloodlust/Heroism/Timewarp will be most beneficial to the raids damage output on the pull, as all damage dealers have cooldowns and movement requirements are minimal.

  • However if the raid is struggling to meet the damage requirement of the ability_druid_eclipse.gif Embrace of the Eclipse or ability_eyeoftheowl.gif Call Moontalon Owl, bloodlust may be better off used there to burst through that part of the encounter.

Strategy Summary

All Phases:

  • Players need to move between the Light and Dark sides of the room to either drop their ability_socererking_arcanefortification.gif Lunar Suffusion or spell_warlock_demonsoul.gifUmbra Suffusion stacks when they are excessively high.
Players may also need to move between the Light and Dark sides of the room to trigger an spell_mage_supernova_nightborne.gif Astral Purge to counter mechanics.
The artifactability_balancedruid_halfmoon.gif Font of Elune will periodically become empowered, causing one of the bosses to cast a powerful ability.

Phase One: Huntress Kasparian 100%-70%

  • Tanks will need to stand close to one another to share the damage of the ability_bossmannoroth_glaivethrust.gif Moon Glaive ability.
The non-debuffed tank should taunt, whilst the tank afflicted with spell_magearmor.gif Discorporate should go and trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the debuff.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volley is cast, players need to move out of the zone it creates.
When the artifactability_balancedruid_halfmoon.gif Font of Elune is empowered, players need to split the damage of the inv_misc_herb_arrowbloom.gif Incorporeal Shot beam, whilst the targeted player moves to the middle of the room to allow players to easily group up.
Healers need to spot heal players who are randomly hit by the ability_socererking_arcanewrath.gif Lunar Strike or the ability_theblackarrow.gif Shadow Shot abilities.

Phase Two: Captain Yathae Moonstrike 70%-40%

ability_ironmaidens_convulsiveshadows.gif Rapid Shot targets should drop their spell_warlock_demonsoul.gif Umbra Suffusion stacks if possible, to reduce the incoming shadow damage.
The Moontalon Owl needs to be tanked in melee, whilst all DPS focus it down.
Use DPS cooldowns to quickly kill off the Moontalon Owl when it is low health, to prevent ability_warlock_howlofterror.gif Deathly Screech from dealing excessive damage.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volley is cast, players need to move out of the zone it creates.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot.
When the artifactability_balancedruid_halfmoon.gif Font of Elune is empowered, Quickly damage off the shield applied to the Captain when ability_druid_eclipse.gif Embrace of the Eclipse is cast, whilst healers quickly remove the healing absorption shield on each player in the raid.
Healers need to spot heal players who are randomly hit by the ability_socererking_arcanewrath.gif Lunar Strike or the ability_bossmannoroth_glaivethrust.gif Moon Glaive abilities.

Phase Three: Priestess Lunaspyre 40%-0%

  • The tanks must alternate who is tanking the Priestess to allow their ability_mage_missilebarrage.gif Lunar Fire stacks to drop.
Players afflicted with spell_arcane_invocation.gif Lunar Beacon need to move away from the raid to allow the Lunar Barrage zones to spawn in locations that wont harm other players.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volley is cast, players need to move out of the zone it creates.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
Players should avoid standing in the centre of the room when ability_upgrademoonglaive.gif Glaive Storm is cast. Once the glaives have split, players will need to dodge the ricocheting glaives that are flying around the encounter area.
Healers need to spot heal players who are randomly hit by the ability_theblackarrow.gif Shadow Shot or the ability_bossmannoroth_glaivethrust.gif Moon Glaive abilities.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot.

Role Specific Requirements

 Tanks

All Phases
  • Players need to move between the Light and Dark sides of the room to either drop their ability_socererking_arcanefortification.gif Lunar Suffusion or spell_warlock_demonsoul.gifUmbra Suffusion stacks when they are excessively high.
Players may also need to move between the Light and Dark sides of the room to trigger an spell_mage_supernova_nightborne.gif Astral Purge to counter mechanics.
Keep the boss in the middle of the encounter area to allow players to freely move around the room.
Phase One
  • Tanks will need to stand close to one another to share the damage of the ability_bossmannoroth_glaivethrust.gif Moon Glaive ability.
The non-debuffed tank should taunt, whilst the tank afflicted with spell_magearmor.gif Discorporate should go and trigger an spell_mage_supernova_nightborne.gifAstral Purge to remove the debuff.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
When the artifactability_balancedruid_halfmoon.gif Font of Elune is empowered, help split the damage of the inv_misc_herb_arrowbloom.gif Incorporeal Shot beam.
Phase Two
  • The Moontalon Owl needs to be tanked in melee, whilst all DPS focus it down.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
When the artifactability_balancedruid_halfmoon.gif Font of Elune is empowered, help damage off the shield applied to the Captain when ability_druid_eclipse.gif Embrace of the Eclipse is cast.
Phase Three
  • Tanks must alternate who is tanking the Priestess to allow their ability_mage_missilebarrage.gif Lunar Fire stacks to drop.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
Move the boss to the side of the room when ability_upgrademoonglaive.gif Glaive Storm is cast. Once the glaives have split, players will need to dodge the ricocheting glaives that are flying around the encounter area.

 Healer Responsibilities

All Phases
  • Players need to move between the Light and Dark sides of the room to either drop their ability_socererking_arcanefortification.gif Lunar Suffusion or spell_warlock_demonsoul.gifUmbra Suffusion stacks when they are excessively high.
Players may also need to move between the Light and Dark sides of the room to trigger an spell_mage_supernova_nightborne.gif Astral Purge to counter mechanics.
Be prepared to use healing cooldowns for when The artifactability_balancedruid_halfmoon.gif Font of Elune periodically becomes empowered, causing one of the bosses to cast a powerful ability.
Phase One
  • Tanks will receive 75% less healing and absorbs when afflicted with spell_magearmor.gif Discorporate.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot. Keep these players topped up.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volleyis cast, players need to move out of the zone it creates.
Split the damage of the inv_misc_herb_arrowbloom.gif Incorporeal Shot beam, whilst the targeted player moves to the middle of the room to allow players to easily group up.
Spot heal players who are randomly hit by the ability_socererking_arcanewrath.gif Lunar Strike or the ability_theblackarrow.gif Shadow Shot abilities.
 
Phase Two
ability_ironmaidens_convulsiveshadows.gif Rapid Shot targets should drop their spell_warlock_demonsoul.gif Umbra Suffusion stacks if possible, to reduce the incoming shadow damage.
When the Moontalon Owl is low health, prepare to out heal the raid wide damage from the ability_warlock_howlofterror.gif Deathly Screech.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volleyis cast, players need to move out of the zone it creates.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot. Keep these players topped up.
When the artifactability_balancedruid_halfmoon.gif Font of Elune is empowered, quickly remove the healing absorption shield on each player in the raid.
Spot heal players who are randomly hit by the ability_socererking_arcanewrath.gif Lunar Strike or the ability_bossmannoroth_glaivethrust.gif Moon Glaive abilities.
Phase Three
  • spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot. Keep these players topped up.
Players afflicted with spell_arcane_invocation.gif Lunar Beacon need to move away from the raid to allow the Lunar Barrage zones to spawn in locations that wont harm other players.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volleyis cast, players need to move out of the zone it creates.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
Players should avoid standing in the centre of the room when ability_upgrademoonglaive.gif Glaive Storm is cast. Once the glaives have split, players will need to dodge the ricocheting glaives that are flying around the encounter area.
Spot heal players who are randomly hit by the ability_theblackarrow.gif Shadow Shot or the ability_bossmannoroth_glaivethrust.gif Moon Glaive abilities.

 DPS Responsibilities

All Phases

  • APlayers need to move between the Light and Dark sides of the room to either drop their ability_socererking_arcanefortification.gif Lunar Suffusion or spell_warlock_demonsoul.gifUmbra Suffusion stacks when they are excessively high.
Players may also need to move between the Light and Dark sides of the room to trigger an spell_mage_supernova_nightborne.gif Astral Purge to counter mechanics.
Phase One
P
  • Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volleyis cast, players need to move out of the zone it creates.
Split the damage of the inv_misc_herb_arrowbloom.gif Incorporeal Shot beam, whilst the targeted player moves to the middle of the room to allow players to easily group up.

Phase Two

  • ability_ironmaidens_convulsiveshadows.gif Rapid Shot targets should drop their spell_warlock_demonsoul.gif Umbra Suffusion stacks if possible, to reduce the incoming shadow damage. This is a good time to use a personal survival cooldown.
Focus on killing the Moontalon Owl and Use DPS cooldowns to quickly kill it when it is low health, to prevent ability_warlock_howlofterror.gifDeathly Screech from dealing excessive damage.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volleyis cast, players need to move out of the zone it creates.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot.
When the artifactability_balancedruid_halfmoon.gif Font of Elune is empowered, quickly damage off the shield applied to the Captain when ability_druid_eclipse.gif Embrace of the Eclipse is cast.
Phase Three
  • Players afflicted with spell_arcane_invocation.gif Lunar Beacon need to move away from the raid to allow the Lunar Barrage zones to spawn in locations that wont harm other players.
Ranged players should avoid standing in melee when ability_mage_arcanebarrage_nightborne.gif Twilight Volley is due to come in. When ability_mage_arcanebarrage_nightborne.gif Twilight Volleyis cast, players need to move out of the zone it creates.
Move out of the path of the ability_upgrademoonglaive.gif Twilight Glaive. The fixated player should minimise movement as to not catch out other players.
Avoid standing in the centre of the room when ability_upgrademoonglaive.gif Glaive Storm is cast. Once the glaives have split, players will need to dodge the ricocheting glaives that are flying around the encounter area.
spell_nature_moonglow.gif Moon Burn afflicted players need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to remove the hard hitting dot.

Looking For Raid Difficulty

Aside from Looking For Raid abilities dealing less damage in comparison to Normal abilities, there are no mechanical changes to the fight on Looking For Raid difficulty. 
However with overall damage being lower, this allows players to largely ignore the 
artifactability_balancedruid_halfmoon.gif Font of Elune mechanic, as the damage increase from the Suffusion debuffs doesn't make much of a difference.

Heroic Difficulty

Aside from Heroic Abilities dealing more damage in comparison to Normal abilities, there have been mechanical changes applied to the encounter to make it more challenging. 

Throughout the fight, both ghostly bosses in each phase will cast their most powerful ability each time the 
artifactability_balancedruid_halfmoon.gif Font of Elune is empowered.

During Phase One, players will have to deal with both the 
inv_misc_herb_arrowbloom.gif Incorporeal Shot and the ability_druid_eclipse.gif Embrace of the Eclipse spells.

  • These spells will overlap with one another so the raid will need to be prepared to output more damage and healing for the ability_druid_eclipse.gif Embrace of the Eclipse whilst stacking up to spread the damage of the inv_misc_herb_arrowbloom.gif Incorporeal Shot.

During Phase Two, players will have to deal with both the ability_druid_eclipse.gif Embrace of the Eclipse and the ability_upgrademoonglaive.gif Glaive Storm.

  • These spells will overlap with one another so the raid will need to be prepared to stack to the side of the room for the ability_druid_eclipse.gif Embrace of the Eclipse, making sure they are not in the path of the ability_upgrademoonglaive.gif Glaive Storm.

During Phase Three, players will have to deal with both the ability_upgrademoonglaive.gif Glaive Storm and the inv_misc_herb_arrowbloom.gif Incorporeal Shot spells.

  • These spells will overlap with one another so the raid will need to be prepared to stack to the side of the room for theability_upgrademoonglaive.gif Glaive Stormmaking sure they are not in the path of the ability_upgrademoonglaive.gif Glaive Storm.

Mythic Difficulty

Aside from Mythic abilities dealing more damage in comparison to Heroic abilities, there is a mechanical change applied to the encounter to make it more challenging. 

When players trigger an 
spell_mage_supernova_nightborne.gif Astral Purge by moving from a Light area to a Dark area and vice versa, they will deal a burst of damage to the entire raid and the spell_frost_wisp.gif Astral Vulnerability debuff will also be applied to the entire raid.

  • Players must stagger the rate in which they move from the Light areas to Dark areas and vice versa, to allow the spell_frost_wisp.gifAstral Vulnerability debuff to expire before more players move across the boundary.
Players should form groups of 2-3 members. Each group should then take turns crossing the boundary as it moves across the room, leaving at least 2 seconds between each group to allow the debuff to drop.
Players that need to trigger an spell_mage_supernova_nightborne.gif Astral Purge to counter abilities, such as the spell_nature_moonglow.gif Moon Burn and spell_magearmor.gif Discorporatedebuff, need to ensure that they do so at the same time as one of these groups.
This will allow the debuff to continue to drop inbetween each spell_mage_supernova_nightborne.gif Astral Purge explosion.

 

 

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The Desolate Host

 

Spoiler

 

 

Quick Tips

OOverveiw – The Engine of Souls exists within the corporeal realm while the corrupted soul of High Priestess Dejahna controls the Spirit Realm. Both share health and call upon the spirits and the undead to serve the Legion.

 
At 30% health remaining, the Engine of Souls lurches forward and ejects The Desolate Host, a fearsome amalgamation of the corrupted dead.
 
 
In Mythic difficulty, players are only able to voluntarily switch realms while under 50% health.
 
  • ej-dps.pngDamage Dealers – 
    If afflicted with 
    [Soulbind] , quickly move to another similarly afflicted player in the opposing realm.
    Manage the final explosion from 
    [Shattering Scream] to ensure it removes applications of [Bonecage Armor] .
  • ej-healer.pngHealers –
    Players in the Spirit Realm will require large amounts of healing while 
    [Wailing Souls] is occurring.
    If afflicted with 
    [Soulbind] , quickly move to another similarly afflicted player in the opposing realm.
  • ej-tank.pngTanks – 
    Manage the final explosion from 
    [Shattering Scream] to ensure it removes applications of [Bonecage Armor] .
    If targeted with 
    [Tormented Cries] , attempt to aim the blast away from other players.
    Swap realms with the other tank during each cast of 
    [Wailing Souls] to ensure [Crush Mind] does not stack too high.

The Realms

635235.jpg
Spiritual Fonts are placed around 
the sides of the encounter area.

Players will first enter the encounter area in the Corporeal Realm. To enter the Spirit Realm players can right click and interact with the Spiritual Fonts that are found around the edges of the encounter area.

  • Players in opposing realms cannot target or interact directly with one another, however you are able to see the shimmer of players within the other realm moving around the encounter area.
  • The raid always needs at least one player present in both realms, as both the Engine of Souls and Soul Queen Dejahna will cast spell_deathknight_defile.gif Quietus when left alone, which deals ever increasing raid wide damage to both realms and will quickly wipe the raid.
  • Players are able to move between the realms before the encounter begins. The raid should split in half, with one half staying within the Corporeal Realm and the other half starting in the Spirit Realm.

Spirit Realm

Soul Queen Dejahna

The Soul Queen will frequently cast spell_shadow_mindflay.gif Crush Mind onto the tank. This deals a large burst of magic damage after a short cast. Due to the heavy magic damage from this ability, tanks with good magic damage reduction options should be within the Spirit Realm to tank the Soul Queen. 

The Soul Queen will cast 
ability_warlock_soullink.gif Soulbind. This will target one player in each realm and place a permanent debuff on them, dealing large shadow damage to players within 10 yards every 2 seconds.

  • The debuff can only be removed by having the two afflicted targets stand within 5 yards of each other, which can be difficult as the players are in different realms.
  • Before pulling the boss, the raid should agree on a point for ability_warlock_soullink.gif Soulbind afflicted targets to meet up. A good meeting spot is directly in the centre of the room.
  • As soon as the debuffs have been applied, the afflicted players need to immediately stand on the meeting point to remove the debuffs.
635237.jpg
The only way to remove the 
ability_warlock_soullink.gif Soulbind debuff 
is by having both players from each realm meet 
on the same location within the room.

 


On a lengthy timer, the Soul Queen will channel spell_shadow_shadesofdarkness.gif Wailing Souls. This is a channel lasting a full minute which deals moderate shadow damage to all players within the Spirit Realm every 2 seconds.

  • During this time, no additional adds will spawn in the Spirit Realm. Players within the Spirit Realm should kill off any remaining adds when the spell_shadow_shadesofdarkness.gif Wailing Souls is cast and then leave the Spirit Realm via the Spiritual Fonts to avoid taking excess damage.
  • The tank and at least one healer will need to remain within the Spirit Realm to ensure that spell_deathknight_defile.gif Quietus is not cast.
  • As soon as the cast has finished, the players who left the Spirit Realm should return to it, as a new set of adds will spawn soon after the spell_shadow_shadesofdarkness.gif Wailing Souls cast has finished.

Soul Residue

635238.jpg
Kill 
Soul Residue adds quickly to minimize
the amount of 
spell_shadow_painandsuffering.gif Soul Rot patches.

Three Soul Residue adds will be present in the Spirit Realm. These adds will fixate a random player, so they need to be kited.

  • When they move around they leave spell_shadow_painandsuffering.gif Soul Rot in their path. This spell_shadow_painandsuffering.gifSoul Rot goo deals moderate shadow damage every 2 seconds and reduces the damage done by players within it by 75%.
  • The Soul Residue adds should be killed off as soon as possible, to reduce the amount of spell_shadow_painandsuffering.gif Soul Rot in the encounter area.
  • The adds can be slowed, stunned, gripped and displaced. Hard crowd control such as polymorphs do not work on these enemies.
  • When the Soul Residue dies it will cast inv_enchant_voidsphere.gif Soul Eruption, dealing a large burst of damage to anyone within 5 yards whilst knocking those players back.
  • Players want to stun/knockback or kite the adds when they are low health, to ensure that nobody is within range of the inv_enchant_voidsphere.gif Soul Eruptions when they die.

Fallen Priestess

Two Fallen Priestesses will be present in the Spirit Realm. These adds will attack the target with the highest threat, so they need to be tanked.

  • The Fallen Priestesses will apply inv_misc_steelweaponchain.gif Spirit Chains to players which is a debuff that slows the player by 50% for 30 seconds and prevents them from using the Spiritual Fonts to switch between realms. This deals moderate shadow damage to the player upon application.
  • This debuff needs to be dispelled as soon as possible, to allow players to move around the encounter area and between realms freely.

The Fallen Priestess will also cast spell_arcane_blast_nightborne.gif Shattering Scream. This is an interruptible channel targeted at a random player within the spirit realm.

  • The channel deals minor shadow damage every 1.5 sec for 7.5 sec. Each hit applies a stacking debuff which reduces the players movement speed by 10% for 12 seconds.
  • If the channel goes on uninterrupted, the player will receive 5 stacks of the debuff and explode, dealing a minor amount of shadow damage to players within 5 yards.
  • The spell_arcane_blast_nightborne.gif Shattering Scream should be interrupted as soon as possible

All adds within the Spirit Realm should be killed off as soon as possible, so that the raid can focus on dealing with the abilities the Soul Queen casts.

Corporeal Realm

Engine of Souls

The Engine of Souls needs to be tanked as he will cast inv_misc_apexis_shard.gif Bone Shards at the target with the highest threat, which deals a large burst of physical damage. The tank wants to use active mitigation for this cast to lessen the damage from the ability. 

spell_shadow_gathershadows.gif Collapsing Fissures will spawn around the locations of random ranged players within the Corporeal Realm. These zones deal high shadow damage every second to players who stand within them and the zones last for 1.5 minutes. These zones only serve to disrupt movement around the encounter area. When the ability is due to come in, ranged players should stand in low traffic areas of the encounter room, to bait the zones into spawning in ideal locations. 

On a lengthy timer, the 
Engine of Souls will channel spell_warlock_soulburn.gif Tormented Cries. During this minute long channel, the Engine of Souls will mark individual players for 5 seconds.

  • After the mark has expired a cone of damage will hit the target and anyone nearby, dealing a large amount of shadow damage and placing a wedge of shadow goo on the ground.
  • This shadow goo deals ticking damage and silences players within it, whilst also increasing the damage taken by the initial spell_warlock_soulburn.gif Tormented Cries hit by 300%.
  • This damage increase prevents players from stacking up the wedges of goo by standing within a previous patch to overlap them.
  • During this cast, players marked for spell_warlock_soulburn.gif Tormented Cries want to place the wedges around the edges of the encounter area whilst keeping them as close to one another as possible.
  • The shadow goo wedges are not permanent and will despawn after roughly 35 seconds.

Adds

Reanimated Templar

A single Reanimated Templar will be present in the Corporeal Realm at the start of the encounter.

  • The Templar will cast spell_nature_earthquake.gif Rupturing Slam, which causes three waves to travel out of him and across the room at 90 degree angles from one another. Being hit by a wave will deal a moderate burst of physical damage a player and knock them back.
  • This ability should be avoided as much as possible. The waves move quite slowly, giving players ample time to move from them.
  • Players within the Spirit Realm should also look out for this ability, as it will also deal damage and knockback players in that realm as well.

Ghastly Bonewarden

Two Ghastly Bonewarden adds will be present in the Corporeal Realm at the start of the encounter.

  • The Bonewardens will cast spell_warlock_focusshadow.gif Grasping Darkness, which deals moderate shadow damage to a player.
  • After the initial damage, the ability bounces 3 times to players within 5 yards and increases in damage for each bounce.
  • Ranged players want to remain spread 5 yards to minimise the potential of extra bounces from the spell_warlock_focusshadow.gif Grasping Darkness.

Identically to the Reanimated Templar, the Bonewardens will also gain ability_deathknight_boneshield.gif Bonecage Armor when they reach 50% health. The Corporeal Realm tank needs to ensure that the Bonewardens are also in the raids predetermined position so that the Spirit Realm players can easily remove the ability_deathknight_boneshield.gif Bonecage Armor with the spell_arcane_blast_nightborne.gif Shattering Scream.

Phase Two: Tormented Souls

Once the bosses reach 30% health the The Desolate Host will spawn. During this phase, players will need to quickly kill the bosses before The Desolate Host gains too many stacks of ability_demonhunter_darkness.gif Torment

  • Before entering Phase Two, players should ensure that all adds are dead. This is to allow the raid to entirely focus on dealing with the bosses.
  • The raid will also want to ensure that they are evenly split between the Corporeal and Spirit Realms, as The Desolate Hosts mechanics need to be countered by players in both realms.
  • Players need to quickly kill off both the Soul Queen Dejahna & Engine of Souls so that players in both realms can focus on killing the The Desolate Host.

The Desolate Host has two main abilities that are very similar to one another and a stacking 10% damage increase buff called ability_demonhunter_darkness.gif Torment

  • ability_demonhunter_darkness.gif Torment will jump up 5 stacks if players in both realms fail to be hit by either the ability_bossgorefiend_touchofdoom.gif Sundering Doom or spell_mage_supernova.gif Doomed Sundering abilities.
  • The ability_demonhunter_darkness.gif Torment acts as a pseudo enrage to the encounter, as players must kill the bosses before the ability_demonhunter_darkness.gif Tormentstacks get too high.
  • Healers will want to save large raid wide cooldowns for the later stages of this phase, to ensure they can counteract the increased raid wide damage.

ability_bossgorefiend_touchofdoom.gif Sundering Doom marks an area around The Desolate Host which deals a large burst of damage that is split evenly between all players within the Corporeal Realm.

  • Additionally the ability_bossgorefiend_touchofdoom.gif Sundering Doom will deal lethal damage to all players in the Spirit Realm. However this damage drops off the further the Spirit Realm players are from The Desolate Host.
  • Players within the Corporeal Realm need to stand within 15 yards of The Desolate Host to split the damage evenly across the raid. If no players are hit by this, The Desolate Host will gain 5 stacks of ability_demonhunter_darkness.gif Torment
  • Players within the Spirit Realm need to move as far away from The Desolate Host as possible, to allow the damage to drop off to survivable levels.
  • The Corporeal Realm tank should have aggro on the Desolate Host for this ability to ensure that he remains in place.

The spell_mage_supernova.gif Doomed Sundering is identical to the ability_bossgorefiend_touchofdoom.gif Sundering Doom, except the effects in each realm are switched.

  • The spell_mage_supernova.gif Doomed Sundering marks an area around The Desolate Host which deals a large burst of damage that is split evenly between all players within the Spirit Realm.
  • Additionally the spell_mage_supernova.gif Doomed Sundering will deal lethal damage to all players within the Corporeal Realm. However this damage drops off the further the Corporeal Realm players are from The Desolate Host.
  • Players within the Spirit Realm need to stand within 15 yards of The Desolate Host to split the damage evenly across the raid. If no players are hit by this, The Desolate Host will gain 5 stacks of ability_demonhunter_darkness.gif Torment
  • Players within the Corporeal Realm need to move as far away from The Desolate Host as possible, to allow the damage to drop off to survivable levels.
  • The Spirit Realm tank should have aggro on the Desolate Host for this ability to ensure that he remains in place.

Bloodlust Timing

Bloodlust/Timewarp/Heroism should be used as The Desolate Host appears at 30%, as killing the boss before the ability_demonhunter_darkness.gifTorment stacks become too high is the key to success in this encounter. 
The Bloodlust will also help kill off 
Soul Queen Dejahna & Engine of Souls so that players in both realms can focus on killing the The Desolate Host

DPS should ensure that they have adequate cooldowns going into Phase Two, to ensure that the bosses die as quickly as possible. 

8 minutes into the encounter, the raid will begin to receive a stacking debuff called 
warlock_siphonlife.gif Devour Soul.

  • This acts as the enrage for the encounter. Players must kill off the Desolate Host before the debuff overwhelms the raid

Strategy Summary

All Phases

Split the raid evenly between the Corporeal and Spirit Realm. At least one player must be in each realm to prevent spell_deathknight_defile.gifQuietus from being cast. All DPS should prioritise killing the adds in the encounter, over the bosses.

Spirit Realm

  • The tank should use magic damage reductions to counteract the spell_shadow_mindflay.gif Crush Mind cast.
  • Players afflicted with ability_warlock_soullink.gif Soulbind need to meet in a predetermined location in the encounter area to remove the debuff. Players do not need to change what realm they are in to remove the debuff.
  • Have all players apart from 1 tank and 1 healer leave the Spirit Realm during the spell_shadow_shadesofdarkness.gif Wailing Souls channel. Once it is over, all Spirit Realm assigned players should return to the Spirit Realm
  • Soul Residue adds should be killed off as soon as possible. They can be stunned, gripped, slowed and displaced.
  • Do not stand in the spell_shadow_painandsuffering.gif Soul Rot goo left in the wake of the Soul Residue adds.
  • Don't stand next to a Soul Residue add when it dies so you can avoid the inv_enchant_voidsphere.gif Soul Eruption.
  • Dispel the Spirit Chain debuffs to allow players to move freely around the encounter area and between realms.
  • When Corporeal Realm adds have ability_deathknight_boneshield.gif Bonecage Armor, a player who targeted by the spell_arcane_blast_nightborne.gif Shattering Scream should stand on top of their location in the Spirit Realm. When the cast ends they will explode, removing the ability_deathknight_boneshield.gif Bonecage Armor.
  • Interrupt spell_arcane_blast_nightborne.gif Shattering Scream when the Corporeal Realm adds do not have ability_deathknight_boneshield.gif Bonecage Armor
  • Avoid killing the Fallen Priestess adds before the ability_deathknight_boneshield.gif Bonecage Armor has been removed from the Corporeal Realm adds. [HC Only]

Corporeal Realm

  • The tank should use active mitigation to lessen the damage of inv_misc_apexis_shard.gif Bone Shards from the Engine of Souls
  • Players afflicted with ability_warlock_soullink.gif Soulbind need to meet in a predetermined location in the encounter area to remove the debuff. Players do not need to change what realm they are in to remove the debuff.
  • Ranged players should stand in low traffic areas of the room to place the spell_shadow_gathershadows.gif Collapsing Fissures in ideal locations
  • Players marked with spell_warlock_soulburn.gif Tormented Cries want to place the wedge of shadow goo around the sides of the encounter area.
  • Players marked with spell_warlock_soulburn.gif Tormented Cries do not want to stand in previous spell_warlock_soulburn.gif Tormented Cries wedges, as this will cause them to take lethal damage from the incoming hit.
  • Avoid the three waves that travel out from the Reanimated Templar when spell_nature_earthquake.gif Rupturing Slam is cast.
  • Ranged players need to spread 5 yards apart to minimise the potential of extra bounces from the spell_warlock_focusshadow.gif Grasping Darkness.
  • All adds must be tanked on a predetermined location to allow Spirit Realm players to easily remove the ability_deathknight_boneshield.gif Bonecage Armor that the adds receive at 50% health. [HC Only]

Phase Two: 30%

  • All adds should be killed before transitioning the boss into phase two.
  • The raid needs to be evenly distributed between the two realms in phase two.
  • Players in the Corporeal Realm need to stand within 15 yards of The Desolate Host when ability_bossgorefiend_touchofdoom.gif Sundering Doom is cast, whilst Spirit Realm players move far away from The Desolate Host to survive the damage.
  • Players in the Spirit Realm need to stand within 15 yards of The Desolate Host when spell_mage_supernova.gif Doomed Sundering is cast, whilst Corporeal Realm players move far away from The Desolate Host to survive the damage.
  • Players afflicted with ability_warlock_soullink.gif Soulbind need to meet in a predetermined location in the encounter area to remove the debuff. Players do not need to change what realm they are in to remove the debuff.
  • Healers within the Spirit Realm need to dispel the Spirit Chain debuffs to allow players to move freely around the encounter area.
  • The Spirit Realm tank should use magic damage reductions to counteract the spell_shadow_mindflay.gif Crush Mind cast.
  • Kill the boss before the ability_demonhunter_darkness.gif Torment stacks become too high.

 Tanks

Split up, with one tank in the Corporeal Realm and the other tank within the Spirit Realm. Ensure you have threat on all adds in your realm. Spirit Realm:

Spirit Realm

Corporeal Realm

  • Use active mitigation to lessen the damage of inv_misc_apexis_shard.gif Bone Shards from the Engine of Souls.
  • Avoid the three waves that travel out from the Reanimated Templar when spell_nature_earthquake.gif Rupturing Slam is cast.
  • All adds must be tanked on a predetermined location to allow Spirit Realm players to easily remove the ability_deathknight_boneshield.gifBonecage Armor that the adds receive at 50% health. [HC Only]
  • A good position for this predetermined location is in front of the boss, as this allows DPS to cleave onto the Engine of Souls.
  • Place the wedge of shadow goo created via spell_warlock_soulburn.gif Tormented Cries around the sides of the encounter area.
  • Do not want to stand in previous spell_warlock_soulburn.gif Tormented Cries wedges.
Phase Two

 

 

Healers

Split the healing team evenly between the Corporeal Realm and the Spirit Realm.

Spirit Realm
  • Remain within the Spirit Realm during the spell_shadow_shadesofdarkness.gif Wailing Souls channel.
  • Prepare to heal the prolonged ticking damage during the 1 minute spell_shadow_shadesofdarkness.gif Wailing Souls channel.
  • Avoid the spell_shadow_painandsuffering.gif Soul Rot and inv_enchant_voidsphere.gif Soul Eruptions from the Soul Residue adds.
  • Dispel the Spirit Chain debuffs to allow players to move freely around the encounter area and between realms.
  • When Corporeal Realm adds have ability_deathknight_boneshield.gif Bonecage Armor and if you are targeted by the spell_arcane_blast_nightborne.gif Shattering Scream, stand on top of their location within the Spirit Realm. When the cast ends you will explode, removing the ability_deathknight_boneshield.gif Bonecage Armor. [HC Only]
  • Players afflicted with ability_warlock_soullink.gif Soulbind need to meet in a predetermined location in the encounter area to remove the debuff. Players do not need to change what realm they are in to remove the debuff.
Corporeal Realm
  • Ranged players should stand in low traffic areas of the room to place the spell_shadow_gathershadows.gif Collapsing Fissures in ideal locations
  • Place the wedge of shadow goo created via spell_warlock_soulburn.gif Tormented Cries around the sides of the encounter area.
  • Do not want to stand in previous spell_warlock_soulburn.gif Tormented Cries wedges.
  • Avoid the three waves that travel out from the Reanimated Templar when spell_nature_earthquake.gif Rupturing Slam is cast.
  • Ranged players need to spread 5 yards apart to minimise the potential of extra bounces from the spell_warlock_focusshadow.gif Grasping Darkness.
  • Players afflicted with ability_warlock_soullink.gif Soulbind need to meet in a predetermined location in the encounter area to remove the debuff. Players do not need to change what realm they are in to remove the debuff.
Phase Two
 

DPS

Split the DPS evenly between the Corporeal Realm and the Spirit Realm. Always focus damage into adds over the boss.

Spirit Realm
Corporeal Realm
  • Ranged players should stand in low traffic areas of the room to place the spell_shadow_gathershadows.gif Collapsing Fissures in ideal locations
  • Players marked with spell_warlock_soulburn.gif Tormented Cries want to place the wedge of shadow goo around the sides of the encounter area.
  • Players marked with spell_warlock_soulburn.gif Tormented Cries do not want to stand in previous spell_warlock_soulburn.gif Tormented Cries wedges, as this will cause them to take lethal damage from the incoming hit.
  • Avoid the three waves that travel out from the Reanimated Templar when spell_nature_earthquake.gif Rupturing Slam is cast.
  • Ranged players need to spread 5 yards apart to minimise the potential of extra bounces from the spell_warlock_focusshadow.gif Grasping Darkness.
  • Focus on getting the adds to 50% health to trigger ability_deathknight_boneshield.gif Bonecage Armor as quickly as possible. This will allow the Spirit Realm players to remove the debuff and start killing their own adds faster. [HC Only]
Phase Two
  • All adds should be killed before transitioning the boss into Phase Two.
  • Players in the Corporeal Realm need to stand within 15 yards of The Desolate Host when ability_bossgorefiend_touchofdoom.gif Sundering Doom is cast, whilst Spirit Realm players move far away from The Desolate Host to survive the damage.
  • Players in the Spirit Realm need to stand within 15 yards of The Desolate Host when spell_mage_supernova.gif Doomed Sundering is cast, whilst Corporeal Realm players move far away from The Desolate Host to survive the damage.
  • Use DPS cooldowns and even Bloodlust to kill the boss before the ability_demonhunter_darkness.gif Torment stacks become too high.

Looking For Raid Difficulty

Aside from Looking For Raid abilities dealing less damage than Normal abilities, there is a mechanical changes applied to the encounter to make it less challenging. 
[li]The 
The Desolate Host will no longer spawn at 30% hp. Instead the fight will remain the same throughout until the bosses die. [/li][/ul]

Heroic Difficulty

Aside from Heroic abilities dealing more damage than Normal abilities, there are multiple mechanical changes applied to the encounter to make it harder.

The 
Fallen Priestess's spell_arcane_blast_nightborne.gif Shattering Scream is very important on Heroic Difficulty.
  • If the channel goes on uninterrupted, the player will receive 5 stacks of the debuff and explode, dealing a minor amount of shadow damage to players within 5 yards and removing ability_deathknight_boneshield.gif Bonecage Armor from adds in the Corporeal Realm within 5 yards.
  • Removing the ability_deathknight_boneshield.gif Bonecage Armor from adds in the Corporeal Realm is a vital mechanic in this encounter. Similarly to the ability_warlock_soullink.gif Soulbind, the raid should agree on a point for the adds in the Corporeal Realm to be tanked.
    • A good location to tank the Corporeal Realm adds would be right in front of the Engine of Souls.
  • As soon as they receive ability_deathknight_boneshield.gif Bonecage Armor, a player who targeted by the spell_arcane_blast_nightborne.gif Shattering Scream should stand on that point in the Spirit Realm. When the debuff reaches 5 stacks and explodes, the ability_deathknight_boneshield.gif Bonecage Armor will be removed from the adds in the Corporeal Realm, allowing the players within the Corporeal Realm to kill them off.
  • As the Priestesses spell_arcane_blast_nightborne.gif Shattering Scream is the only way to remove the ability_deathknight_boneshield.gif Bonecage Armor, players should ensure that the Priestesses do not die until the ability_deathknight_boneshield.gif Bonecage Armor has successfully been removed from the adds in the Corporeal Realm.
The Templar & Bonewardens reach 50% health, they will gain ability_deathknight_boneshield.gif Bonecage Armor for 1 minute.
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Players must keep away from each other if they're in different 
realms because of 
inv_artifact_powerofthedarkside.gif Dissonance damage. The safest way 
is keeping to your own side of the room.


inv_artifact_powerofthedarkside.gif Dissonance has been added to the encounter. This causes all players and enemies to periodically deal moderate shadow damage to all players in the opposing realm within 8 yards.
  • This forces the raid to split the room into two sides.
  • The left side of the room should be assigned to players within the Spirit Realm. Corporeal Realm players must not enter that side of the room, as otherwise inv_artifact_powerofthedarkside.gif Dissonance will trigger.
  • The right side of the room should be assigned to players within the Corporeal Realm. Spirit Realm players must not enter that side of the room, as otherwise inv_artifact_powerofthedarkside.gif Dissonance will trigger.
The inv_artifact_powerofthedarkside.gif Dissonance causes issues when dealing with some of the mechanics in the fight.
  • Players afflicted with ability_warlock_soullink.gif Soulbind will now deal extra damage to one another when they meet up to remove the debuff.
  • This damage cannot be avoided, instead healers need to be prepared to spot heal those players.
When ability_deathknight_boneshield.gif Bonecage Armor is applied to the Corporeal Realm adds, the Spirit Realm spell_arcane_blast_nightborne.gif Shattering Scream target will now take substantial damage as they attempt to remove the ability_deathknight_boneshield.gif Bonecage Armor debuff.
  • Although the majority of this damage is unavoidable, all Corporeal Realm players aside from the tank should not stand next to the Corporeal Realm adds whilst the Spirit Realm player attempts to remove the ability_deathknight_boneshield.gif Bonecage Armordebuff.
  • Healers will need to focus healing into that target whilst the removal happens. The target should use any survival cooldowns available to help endure the high incoming damage.
Additionally, both the Engine of Souls and Soul Queen Dejhna have gained one new ability.
  • Soul Queen Dejhna will apply spell_shadow_cripple.gif Wither to random non-tank players within the Spirit Realm.
  • spell_shadow_cripple.gif Wither deals moderate shadow damage every 3 seconds for 1 minute and increases the damage taken by spell_shadow_shadesofdarkness.gifWailing Souls by 100%.
  • Players afflicted with spell_shadow_cripple.gif Wither must not remain in the Spirit Realm during spell_shadow_shadesofdarkness.gif Wailing Souls. Healers may need to leave the Spirit Realm before the spell_shadow_shadesofdarkness.gif Wailing Souls and be replaced by a Corporeal Realm healer to help cover the damage.
The Engine of Souls casts inv_spear_08.gif Spear of Anguish on a random non-tank player.
  • This is a 6 second debuff which, when it expires, deals a burst of shadow damage to all players within 5 yards and pushes them into the Spirit Realm.
  • he marked target must move 5 yards away from any other player to ensure they take the damage and enter the Spirit Realm alone.
  • They should also ensure that they will not trigger inv_artifact_powerofthedarkside.gif Dissonance on any players within the Spirit Realm as they move away from other Corporeal Realm players.
  • Once the player(s) have arrived, they will receive a substantial healing absorption shield which prevents them from interacting with Spiritual Fonts.
  • Spirit Realm healers should quickly heal off this shield to allow the player to return to the Corporeal Realm.

Mythic Difficulty

Aside from Mythic abilities dealing more damage than Heroic abilities, there are multiple mechanical changes applied to the encounter to make it harder.

Players are only able to interact with Spiritual Fonts when below 50% health.
  • This limits the freedom of movement players have in the encounter.
  • The raid will need to have every switch between realms pre-planned as to organise when healers should stop healing certain players to allow them to transport between realms.
All adds have a passive called ability_priest_auspiciousspirits.gif Bound Essence.
  • This causes them to transport to the opposing realm upon death. This passive will only trigger once per add, so they only need to be killed off twice.
  • Adds haven't received any new abilities apart from the Soul Residue which now has a stacking damage and movement speed increase called sha_ability_rogue_bloodyeye_nightmare.gif Unrelenting.
  • This forces the raid to focus on killing the Soul Residue adds quickly, as otherwise they may start one-shoting players.
The inv_spear_08.gif Spear of Anguish from the Engine of Souls now deals lethal damage that is split between all players hit.
  • This forces the afflicted player to be accompanied by at least 2 other players.
Upon entering Phase Two, all Spiritual Fonts will be destroyed. This forces the raid to already be evenly split between the two realms, as you are no longer able to transfer between them.

 

Maiden of Vigilance

 

Spoiler

 

Quick Tips

Phase One Abilities

During Phase One the raid will have to deal with the bosses hard hitting Hammers abilities, as well as positioning correctly for the ability_bossfelmagnaron_handempowered.gif Infusion.

ability_bossfelmagnaron_handempowered.gif Infusion

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When 
ability_bossfelmagnaron_handempowered.gif Infusion is cast, half the raid is debuffed with spell_paladin_lightofdawn.gif Light Infusion and the other half with spell_fire_felfirenova.gif Fel Infusion.

 


At the beginning of the fight the Maiden of Vigilance will cast ability_bossfelmagnaron_handempowered.gif Infusion, which will coat half the raid with spell_paladin_lightofdawn.gif Light Infusionand the other half with spell_fire_felfirenova.gif Fel Infusion.

  • Which debuff players gain seems to be entirely random, apart from the tanks which will always receive opposite ability_bossfelmagnaron_handempowered.gifInfusions from one another.

Both the spell_fire_felfirenova.gif Fel Infusion and spell_paladin_lightofdawn.gif Light Infusion will deal a light amount of ticking damage every 3 seconds over the course of its indefinite duration.

  • If a Fel Infused player takes Holy damage or if a Light Infused player takes fire damage, or if players will opposing ability_bossfelmagnaron_handempowered.gifInfusions stand within 3 yards of one another, they will receive the spell_fel_incinerate.gif Unstable Soul debuff.

spell_fel_incinerate.gif Unstable Soul

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Players afflicted with 
spell_fel_incinerate.gif Unstable Soul must jump into the large hole in the middle of the encounter area with at most 1.5 seconds before expiration. If you jump too early you will fall to your death. If you don't jump at all and you will potentially kill your entire raid.

 


spell_fel_incinerate.gif Unstable Soul deals a moderate amount of ticking damage every 2 seconds for 8 seconds.

  • Once the debuff expires the player will explode, dealing a large burst of damage to the entire raid, whilst knocking up themselves and anyone within 5 yards.
  • This explosion can be mitigated entirely by using the hole in the centre of the encounter area.
  • Players falling down the hole will receive spell_arcane_arcaneresilience.gif Aegwynn's Ward, which will stop the explosion from dealing damage to the rest of the raid.

Players afflicted with spell_fel_incinerate.gif Unstable Soul need to fall into the hole 1.5 seconds or less before the spell_fel_incinerate.gif Unstable Soul expires.

  • If timed correctly this will cause the spell_fel_incinerate.gif Unstable Soul to deal no damage to the raid, and the afflicted player can use the knock up from the explosion to return to the encounter area.
  • If players enter too early, they will have fallen too far down for the knockback effect of the spell_fel_incinerate.gif Unstable Soul to return them to the encounter area. In this situation they will simply fall to their deaths.
  • Do note that the knock up is also a knock back, so players should face their back towards the edge of the hole to guarantee that they return to the encounter area.
  • On normal difficulty, players falling in the well will fall slower than usual, allowing more wiggle room to mistime jumping into the well for the spell_fel_incinerate.gif Unstable Soul

Ideally you will have very few of these spell_fel_incinerate.gif Unstable Souls go out onto the raid, as everyone should avoid their non-matching damage type, however the boss will occasionally apply up to 3 of them on random players when she casts paladin_holy.gifMass Instability, so you always need to be prepared to get to the edge of the hole and jump in just as your debuff hits that 1.5 second mark. 

 

 

634649.jpg
If infused players stick with their own it's unlikely you'll have excessive 
spell_fel_incinerate.gif Unstable Soul debuffs.


To keep the spell_fel_incinerate.gif Unstable Souls to a minimum, you must split the raid into two sides, with one side being Fel Infused and one side being Light Infused.
  • This reduces the chance of players with non matching ability_bossfelmagnaron_handempowered.gif Infusions going near one another.
  • As soon as the raid has been Infused, players should run the their ability_bossfelmagnaron_handempowered.gif Infusion assigned side as soon as possible.
  • There is a 5 second grace period after ability_bossfelmagnaron_handempowered.gif Infusion is applied, allowing players with opposing ability_bossfelmagnaron_handempowered.gif Infusion types to stand on top of one another.
  • Use this grace period to move quickly to the correct side of the boss.

Hammers

Aside from the ability_bossfelmagnaron_handempowered.gif Infusion at the beginning of the phase and the paladin_holy.gif Mass Instability casts scattered through out the phase, the Maiden of Vigilances main active abilities are her Hammers. 

She has two different types of hammer, 
spell_holy_avenginewrath.gif Hammer of Creation and inv_mace_1h_draenorraid_d_04green.gif Hammer of Obliteration.

634651.jpg
634645.jpg
634647.jpg
634646.jpg
spell_holy_avenginewrath.gif Hammer of Creation solo on a tank.
inv_mace_1h_draenorraid_d_04green.gif Hammer of Obliteration solo on a tank.
Light Infused player dodging a Fel Echo Bolt from Fel Remanence.
Fel Infused player dodging a Light Echo Bolt from Light Remanence.

spell_holy_avenginewrath.gif Hammer of Creation is always cast first, and deals a burst of physical damage to the tank and an additional burst of Holy damage in a 20 yard cone which is split between all players who are hit.

  • As this damage is Holy, the Holy Infused tank should take the Hammer, and only players with the spell_paladin_lightofdawn.gif Light Infusionshould help share the damage, as otherwise unnecessary spell_fel_incinerate.gif Unstable Souls will trigger.
  • It is also possible for the tank to face this cast away from anyone else and solo the hit. This reduces overall movement needed by the raid which helps increase output, however it will require a large damage reduction and strong gear to pull off without dying.

The inv_mace_1h_draenorraid_d_04green.gif Hammer of Obliteration is the second hammer to be cast. This works identically to the spell_holy_avenginewrath.gif Hammer of Creation, however it deals Fire damage instead of Holy damage.

  • As this damage is fire, the Fel Infused tank should take the hammer, and only players with the spell_fire_felfirenova.gif Fel Infusion should help share the damage, as otherwise unnecessary spell_fel_incinerate.gif Unstable Souls will trigger.
  • Much like the spell_holy_avenginewrath.gif Hammer of Creation, this hammer is also soloable by the tank. Just make sure that the tank has adequate cooldowns and gear to survive the hit.

45 seconds into the fight, Phase Two will begin.

Phase Two Abilities

During Phase Two, the raid will need to dodge or absorb ability_titankeeper_cleansingorb.gif Essence Fragments orbs whilst dealing enough damage to break through her spell_holy_avengersshield.gif Titanic Bulwark shield. Once this is achieved you must interrupt her spell_holy_holynova.gif Wrath of the Creators and then the boss will transition back into Phase One. 

Immediately upon entering Phase Two, the 
Maiden of Vigilance will cast several spells in rapid succession.

  • She will teleport to the direct opposite side of the room and cast ability_paladin_judgementofthepure.gif Blowback.
    • This will stun players by up to 12 seconds, with the stun duration being lower for players further away from her.
    • Players must not premove to the otherside of the room before the transition, as otherwise their stun duration will be too high.
    • Instead players should remain in their Phase One positions to counteract the ability_paladin_judgementofthepure.gif Blowback.
  • Whilst players are stunned, the boss will apply spell_holy_avengersshield.gif Titanic Bulwark to herself.
    • This is a large damage absorption shield which also prevents all interrupts whilst it is active.
  • She'll then immediately channel spell_holy_holynova.gif Wrath of the Creators, which will deal ever increasing ticking damage to the entire raid.
  • Players must break through her shield and interrupt her as soon as possible. If spell_holy_holynova.gif Wrath of the Creators deals damage 30 times the boss will cast spell_shadow_deathcoil.gif Extinguish Life, which deals lethal damage to the entire raid.
634654.jpg
To interrupt 
spell_holy_holynova.gif Wrath of the Creators you must remove her large damage absorption shield.

 

 

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634653.jpg
Soaking an orb that matches you're ability_bossfelmagnaron_handempowered.gif Infusion type will give you spell_holy_powerinfusion.gif Creator's Grace or spell_fel_elementaldevastation.gif Demon's Vigor which stacks! Soak the wrong orbs and you'll receive more spell_fel_incinerate.gif Unstable Soul debuffs.
The orbs have a very small hit box so you must be right within their waypath. When soaked you'll also buff any other matching players within 5~ yards.


On top of this, the Maiden will send out waves of ability_titankeeper_cleansingorb.gif Essence Fragments orbs that travel around the the edges of the encounter area. There are two different orb types, Creation (Light orbs) and inv_mace_1h_draenorraid_d_04green.gif Hammer of Obliteration (Fel orbs).
  • Players that collide with the orbs will absorb them. If the orb matches their ability_bossfelmagnaron_handempowered.gif Infusion type, it will give the player and nearby allies either spell_holy_powerinfusion.gif Creator's Grace or spell_fel_elementaldevastation.gif Demon's Vigor, which is a buff that increases damage by 10% and healing by 5% for 20 seconds, stacking up to 10 times.
  • If the orb doesn't match their ability_bossfelmagnaron_handempowered.gif Infusion type, it will trigger an spell_fel_incinerate.gif Unstable Soul on the player.

Players want to remain on their ability_bossfelmagnaron_handempowered.gif Infusion assigned sides and group up. All incoming orbs that match that groups ability_bossfelmagnaron_handempowered.gifInfusion then want to be soaked, preferably with as many players close to it as possible to spread the output increasing buff they provide. All non-matching orbs should be avoided - this is easily achieved by standing on the tramlines between the orbs.

The orbs travel towards players in rows consisting of three randomly coloured orbs.

  • This may lead to situations where mutliple orbs of the matching ability_bossfelmagnaron_handempowered.gif Infusion type come towards the group.
  • In this situation, players should focus on gathering a single matching orb, rather than trying to gather multiple orbs per row.

After 12 rows of orbs have travelled out from the boss, she will stop spawning them.

After the first Phase two, each Phase One will last 1:30 min rather than 45 seconds. During this time the boss will Infuse the raid twice. When she does this it will overwrite the previous ability_bossfelmagnaron_handempowered.gif Infusion type.

  • Players need to pay attention to their ability_bossfelmagnaron_handempowered.gif Infusion type and move to the correct side of the boss, as it may have changed when the boss recasts ability_bossfelmagnaron_handempowered.gif Infusion.

Bloodlust Timing

There are multiple potential times to Bloodlust/Heroism/Timewarp effectively in this fight.

  • Bloodlusting on pull may be the best, as all DPS cooldowns are available and there is minimal movement during this period.
  • However, Bloodlusting during the second Phase Two can work well, as two minute cooldowns will allign with this point, and everyone should have high stacks of either spell_holy_powerinfusion.gif Creator's Grace or spell_fel_elementaldevastation.gif Demon's Vigor.

Strategy Summary

Phase One

  • The raid must separate and stand on opposing sides of the boss depending on their ability_bossfelmagnaron_handempowered.gif Infusion type, with spell_paladin_lightofdawn.gif Light Infusion being on one side and spell_fire_felfirenova.gif Fel Infusion being on the other
  • Light Infused players must avoid all fire damage and Fel Infused players must avoid all holy damage to avoid triggering an spell_fel_incinerate.gif Unstable Soul
  • Players with spell_fel_incinerate.gif Unstable Soul must jump into the hole in the middle of the room as their debuff reaches 1-2 seconds remaining
  • The Light Infused tank must take the hit from the spell_holy_avenginewrath.gif Hammer of Creation and the Fel Infused tank must take the hit from the inv_mace_1h_draenorraid_d_04green.gif Hammer of Obliteration.
  • If the tanks are unable to solo a Hammer, players with matching ability_bossfelmagnaron_handempowered.gif Infusion types should stack up on the tank to help split the damage
  • Players must not stand in the Light/Fel Remanence pools, as well as avoid their Light/spell_fel_firebolt.gif Fel Echoes bolts that fly out of them as they decay

Phase Two

  • Do not pre-move to the opposite side of the encounter area as the stun from ability_paladin_judgementofthepure.gif Blowback will last longer
  • Both the Fel and Light infused players should remain on their sides and soak the incoming matching ability_titankeeper_cleansingorb.gif Essence Fragmentss, whilst avoiding the non-matching ability_titankeeper_cleansingorb.gif Essence Fragmentss
  • Players must damage the Maiden to remove her spell_holy_avengersshield.gif Titanic Bulwark. Once this is removed, players must immediately interrupt her spell_holy_holynova.gif Wrath of the Creators to return to Phase One

Subsequent Phase Ones

  • Players must be prepared to switch to the correct ability_bossfelmagnaron_handempowered.gif Infusion assigned side when the boss recasts ability_bossfelmagnaron_handempowered.gif Infusion

Role specific responsibilities

Tanks

Healers

  • Tanks will take heavy damage when spell_holy_avenginewrath.gif Hammer of Creation/inv_mace_1h_draenorraid_d_04green.gif Hammer of Obliteration is cast. If they are not soloing it, be prepared to heal the split damage on the raid
  • If the tanks are unable to solo a Hammer, players with matching ability_bossfelmagnaron_handempowered.gif Infusion types should stack up on the tank to help split the damage
  • Save large healing cooldowns for Phase Two, as raid damage is high
  • During Phase Two, you should help soak matching ability_titankeeper_cleansingorb.gif Essence Fragments Orbs that travel towards you

DPS

  • Light Infused players must avoid all fire damage and Fel Infused players must avoid all holy damage to avoid triggering an spell_fel_incinerate.gif Unstable Soul
  • Jump into the hole in the middle of the room as your spell_fel_incinerate.gif Unstable Soul debuff reaches 1-2 seconds remaining
  • If the tanks are unable to solo a Hammer, players with matching ability_bossfelmagnaron_handempowered.gif Infusion types should stack up on the tank to help split the damage
  • During Phase Two, you should help soak matching ability_titankeeper_cleansingorb.gif Essence Fragments Orbs that travel towards you
  • Damage the Maiden to remove her spell_holy_avengersshield.gif Titanic Bulwark. Once this is removed, immediately interrupt her spell_holy_holynova.gif Wrath of the Creators to return to Phase One

Looking for Raid Difficulty

Aside from abilities dealing less damage on Looking for Raid Difficulty in comparison to Normal Difficulty, there are changes made to the encounter to make the fight easier to deal with.

  • The spell_fel_incinerate.gif Unstable Soul now only deals damage to the afflicted player when it explodes, rather than the entire raid.
  • This means that you do not need to jump down the hole in the middle of the room on Looking For Raid difficulty.
  • Additionally, the spell_holy_avengersshield.gif Titanic Bulwark gained in Phase Two is substantially weaker, removing some of the strain of soaking the ability_titankeeper_cleansingorb.gif Essence Fragmentss as damage output is not as important.

Heroic Difficulty

Aside from abilities dealing more damage on Heroic Difficulty in comparison to Normal Difficulty, there are changes made to the encounter to make the fight harder. 

Players will not fall slowly whilst within the well, and instead will fall at regular speed.

  • This requires players to time jumping into the well more carefully when afflicted with spell_fel_incinerate.gif Unstable Soul.

The spell_holy_avenginewrath.gif Hammer of Creation will also cause a pool of Light Remanence to form underneath the tanks location. This pool deals ticking damage to anyone who stands within it, so nearby players should side step out of it.

  • The Light Remanence pool will slowly decay, as it does it will send out ability_priest_cascade.gif Light Echoes bolts toward the location of random players.
  • When these bolts land they will deal a burst of Holy damage to anyone within 4 yards.
    • Players must move out of these to avoid taking excess damage, especially if afflicted with the spell_fire_felfirenova.gif Fel Infusion as the Holy damage will trigger an spell_fel_incinerate.gif Unstable Soul.

The inv_mace_1h_draenorraid_d_04green.gif Hammer of Obliteration will spawn a pool of Fel Remenence which will deal ticking fire damage to anyone who stands within it and send out spell_fel_firebolt.gif Fel Echoes bolts to the location of random players.

  • Players must move out of these to avoid taking excess damage, especially if afflicted with the spell_paladin_lightofdawn.gif Light Infusion as the Fire damage will trigger an spell_fel_incinerate.gif Unstable Soul.

As the damage of the abilities in the encounter has been increased, this causes strain in two particular areas, the Hammers and the spell_holy_avengersshield.gif Titanic Bulwark.

  • As the damage from the Hammers has been increased, under-geared/under-experienced tanks may struggle to solo soak the ability, especially in larger raid sizes. This may mean that you will need to split the damage with the rest of the raid more often than on Normal Mode.
  • As the damage absorption shield gained through the spell_holy_avengersshield.gif Titanic Bulwark is substantially larger than on Normal, collecting a large amount ability_titankeeper_cleansingorb.gif Essence Fragmentss takes higher priority, as the damage output buff gained from them helps break through the larger shield.

Mythic Difficulty

Aside from abilities dealing more damage on Mythic Difficulty in comparison to Heroic Difficulty, there are two key changes made to the encounter to make the fight harder to deal with. 

If an 
ability_titankeeper_cleansingorb.gif Essence Fragments is not soaked, it will cast spell_fire_felflamebreath.gif Fragment Burst as it despawns.

  • This deals a large burst of damage to the entire raid, and applies a nasty dot which lasts 8 seconds.
  • The spell_fire_felflamebreath.gif Fragment Burst also applies Ravaged Soul to the raid, which is a permanent debuff which increases damage taken by spell_fire_felflamebreath.gif Fragment Burst by 25%.

Even a single instance of spell_fire_felflamebreath.gif Fragment Burst is devastating and can quickly lead to a wipe, so all ability_titankeeper_cleansingorb.gif Essence Fragmentsorbs must be soaked during Phase Two.

  • To achieve this, you must have two groups of players per side of the room. One group with spell_fire_felfirenova.gif Fel Infusion and the other with spell_paladin_lightofdawn.gif Light Infusion.
  • These groups must consist of at least 3 players, as 3 orbs of a matching type may travel along that side of the room.
  • The groups should be separated by a small distance, to ensure that extra spell_fel_incinerate.gif Unstable Souls are not triggered during the phase.

During Phase One, the boss will cast spell_burningsoul.gif Spontaneous Fragmentation.

  • This will spawn a single ability_titankeeper_cleansingorb.gif Essence Fragments at the feet of a single target with the opposite ability_bossfelmagnaron_handempowered.gif Infusion after 3 seconds.
  • The orb will then chase that player for 10 seconds. If it is not absorbed within these 10 seconds it will trigger a spell_fire_felflamebreath.gifFragment Burst.

Players targeted with the orb should kite it over somebody with the matching ability_bossfelmagnaron_handempowered.gif Infusion type.

  • To help achieve this, it is best that both sides of the boss has players of both ability_bossfelmagnaron_handempowered.gif Infusion types, so that the kiting player doesn't have to travel a long distance.
  • These players need to remain separate from one another, to ensure that they do not move on top of each other and trigger extra spell_fel_incinerate.gif Unstable Souls

It is also likely that the boss will have a tight DPS check, as it is late in the instance and is similar to a Patchwerk/Butcher style fight.

 

 

Fallen Avatar

 

Spoiler

 

 

Quick Tips

Abilities: Phase One

Fallen Avatar Energy

634780.jpg
Containment Pylon locations highlighted in yellow.

 


The Fallen Avatar will passively gain energy over time. Once he has reached full energy he will transition into Phase two. As Phase Two has a time limit, you need to keep the Fallen Avatar in Phase One for as long as possible. 

He will also gain energy through Containment Pylons that will spawn from one of five set locations. These pylons create a beam of energy that he absorbs, gaining substantial amounts over 39.5 seconds. The beams of energy can be intercepted by positioning the Maiden of Valor add within it. 

 

 

634781.jpg
Tanking the Maiden of Valor within the Containment Pylon beam will prevent 
Fallen Avatar from gaining the additional energy.


Whilst inside the beam the Maiden of Valor will gain the energy instead.
  • Tanks may want to note that they will take additional damage the longer she stands in the beam due to a stacking 5% Physical damage increase buff called achievement_battleground_templeofkotmogu_02_green.gif Matrix Empowerment.
  • Tanks want to pay attention and use damage reduction cooldowns when she gets high stacks when she has high stacks.
  • When the Maiden of Valor reaches full energy she will cast spell_fire_felimmolation.gif Cleansing Protocol.
  • This immediately places a damage absorption shield on the Maiden equal to 5% of her maximum health.
  • Her cast lasts for 20 seconds, and if it completes it will deal lethal damage to the entire raid.
  • DPS must switch to her to break the damage absorption shield, which will cause her to inv_misc_gear_08.gif Malfunction, taking 25% of her max HP as damage and stunning her for 4 seconds, interrupting the cast.
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634778.jpg
Once Maiden of Valor reaches 100% energy she will cast spell_fire_felimmolation.gifCleansing Protocol.
Breaking the absorption shield will interrupt the spell_fire_felimmolation.gif Cleansing Protocol cast.

As soon as the shield is removed, all DPS want to switch back and focus on the Fallen Avatar. This is due to the fact that when the Maiden of Valor dies, Phase Two is immediately triggered.

  • Although the Maiden has a large health pool, there is still very little reason to attack her, as she will kill herself after the fourth inv_misc_gear_08.gif Malfunction
  • The only time damage should be landing onto the Maiden is when she is casting spell_fire_felimmolation.gif Cleansing Protocol.
  • Ideally you would have her absorb 400 energy over the course of Phase One, as this would give you the highest up-time on the boss before the Maiden dies from inv_misc_gear_08.gif Malfunction damage.
  • However if the boss has gained energy accidentally through containment pylons and is about to transition early with the Maiden of Valor still alive, the raid will want to kill her as the Fallen Avatar will spell_holy_consumemagic.gif Consume her remaining health pool if she is active when entering Phase Two.
  • This will heal him for a substantial amount, which could cause Phase Two to last for too long and the raid will hit the pseudo enrage.

Fallen Avatar Abilities

All of the other abilities Fallen Avatar has can be dealt with individually and as they occur, as they do not interact with each other heavily. 

Fallen Avatar will hit the current tank with ability_warrior_shieldbreak.gif Desolate, dealing a large burst of physical damage and causing them to take 50% extra damage from ability_warrior_shieldbreak.gif Desolate for 29 seconds. 

Tanks will need to taunt off each other and switch jobs on two 
ability_warrior_shieldbreak.gif Desolate stacks to keep them low and to make sure the Maiden of Valor is still positioned correctly within the pylon beam.

Fallen Avatar will cast spell_fire_felhellfire.gif Rupture Realities, which will deal a lethal amount of damage to the entire raid after a long cast. Players further away from the Avatar take less damage from this ability.

  • All raid members, including the tanks, need to move at least half way across the room away from the boss to reduce the damage to survivable levels, however the further away you move the better!
  • The tank dealing with the Maiden at that time may have to continue to position her in a Containment Pylon. They should bring her as close to the pylon as possible and have their back towards the back wall to create the largest possible distance from the boss.
  • The tank dealing with the Avatar at that time needs to ensure they return to the boss quickly, as when the Fallen Avatar isn't engaged in melee combat he will spam cast ability_bossgorefiend_touchofdoom.gif Ripple of Darkness, which will quickly deal unsustainable damage to the raid.
  • Melee DPS need to allow the tank to re-engage the Avatar first, as they otherwise may get an unwanted slap to the face and die.
634784.jpg
Once the 
spell_fire_felhellfire.gif Rupture Realities cast has finished, players located within the green areas have done a good job, players in yellow should of done better, players in red are dead.

 


Fallen Avatar will occasionally coat the entire raid with the spell_fire_felfirenova.gif Unbound Chaos debuff. This causes each player take minor ticking damage and to spawn patches every 0.5 seconds which explode after 1.5 seconds, dealing damage to anyone nearby.

  • During this ability, all players in the raid will need to constantly move to avoid the patches they spawn underneath themselves.
  • Everybody should keep an eye out for other players and try not to run in their path, as you may cut off another player causing them to take unnecessary, potentially lethal, damage.
634786.jpg
Everyone must keep moving while 
spell_fire_felfirenova.gif Unbound Chaos is up. Combined with other damage sources the targeting circles you spawn can easily kill you.

 


To add, everyone also needs to watch out for ability_ironmaidens_convulsiveshadows.gif Shadowy Blades.

  • Three blades will spawn near the boss and fixate on random players. The targeted players will be alerted and shown a beam between them and the Blade, however other players will not be able to see that beam.
  • A few moments later, the blades will fire towards the players dealing 10 yard splash damage to anyone en route, as well as to the fixated player whilst also knocking them back.
  • The tank who is dealing with the Maiden must pay extra attention to the blades, as the knockback could cause the Maiden to accidentally move out of a pylon beam.
  • As soon as the blades appear all players should note which direction the blades are facing and attempt to move out of their path.
  • The fixated player should avoid heavy movement, as changing the direction of the blade may catch out other players who are trying to avoid them.
634785.jpg
ability_ironmaidens_convulsiveshadows.gif Shadowy Blades will always spawn in front of Fallen Avatar in melee range. You must watch out for the direction they're facing in and take action to avoid them before they fire towards the fixated players.

 


Once the Fallen Avatar reaches 100 energy, or when he reaches 20% health, or when the Maiden of Valor dies, Phase Two will begin. The Fallen Avatar should ideally be around 30% health when entering Phase Two. If he has more health than this, the raid may struggle to kill him in time.

Abilities: Phase Two

The phase begins with the Avatar shattering the floor and your entire raid will drop down into a lava filled room that fortunately has a large platform. Standing within the lava deals heavy ticking damage to players and should be avoided at all costs. 

The boss has maintained his 
ability_warrior_shieldbreak.gif Desolate and spell_fire_felhellfire.gif Rupture Realities abilities. 

ability_warrior_shieldbreak.gif Desolate needs to be handled in the same way as Phase One, with the tanks taunting off of one another on two stacks, whilst using heavy damage reductions on the harder-hitting second cast.

spell_fire_felhellfire.gif Rupture Realities is cast more frequently and will now destroy a large section of the platform.

  • Players must still create a substantial distance between themselves and the boss to reduce the damage to survivable levels.
  • Tanks must bring the boss into a corner of the platform to minimise the space destroyed with each spell_fire_felhellfire.gif Rupture Realities.
  • Generally speaking, you should be able to have a minimum of four spell_fire_felhellfire.gif Rupture Realities casts before you begin to run out of space.
  • (Normal Only), it is possible to tank the Fallen Avatar in the lava just before the spell_fire_felhellfire.gif Rupture Realities cast and have him cast it off the platform.
  • This will allow you to have more spell_fire_felhellfire.gif Rupture Realities without losing any extra platform space.
634782.jpg
Tanks should position 
Fallen Avatar to a new corner ready for the next spell_fire_felhellfire.gif Rupture Realities cast.
Other raid members should position themselves between the boss and a new corner so less travel time is required between each 
spell_fire_felhellfire.gif Rupture Realities cast.

 


The boss will also be dealing constant minor ticking damage to the raid through his spell_fire_felflamering.gif Sear passive.

  • Healers need to keep on top of this and may want to use healing cooldowns on each spell_fire_felhellfire.gif Rupture Realities to ensure players are topped quickly before the spell_fire_felflamering.gif Sear finishes them off.

The final ability the raid will need to deal with is the ability_priest_surgeofdarkness.gif Dark Mark. The boss will mark several players over a few seconds, causing them to explode after 6 seconds.

  • This explosion deals high shadow damage that is split evenly between all players hit within 8 yards.
  • Players within the mark will also be knocked away from the marked target when the debuff explodes, whilst the marked target gets knocked straight up into the air.

As many players as possible should spread themselves evenly amongst the ability_priest_surgeofdarkness.gif Dark Mark debuffed targets.

  • When the explosions occur, players who are spreading the damage should ensure that they are knocked towards a platformed area, rather than the deadly lava.
  • Marked players with immunities or very high damage reductions are able to solo the ability. Make sure that they notify the rest of the group when doing so to avoid accidental deaths.
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Players afflicted with the 
ability_priest_surgeofdarkness.gif Dark Mark must remain spread from each other.
Meanwhile other unaffected players must stand within their targeting circles to help spread the incoming damage when the debuff expires.

Bloodlust Timing

Bloodlust/Heroism/Timewarp should be used on the pull on this fight, as getting as much damage as possible onto the Fallen Avatar during Phase One is the key to success.

Strategy Summary

Phase One

  • Tanks need to position the Maiden of Valor so that she intercepts the energy beam from the Containment pylons
  • Do not damage the Maiden of Valor until she reaches full energy. Then break her shield to interrupt the spell_fire_felimmolation.gif Cleansing Protocol
  • Tanks need to use active mitigation on the ability_warrior_shieldbreak.gif Desolate cast and then switch on two stacks
  • The entire raid needs to move away from the Fallen Avatar when he casts spell_fire_felhellfire.gif Rupture Realities
  • Players need to dodge the patches they create when afflicted with spell_fire_felfirenova.gif Unbound Chaos
  • Players fixated by the ability_ironmaidens_convulsiveshadows.gif Shadowy Blades should stand still, whilst the rest of the raid moves out of their path
  • The Fallen Avatar must be engaged in melee combat to prevent triggering ability_bossgorefiend_touchofdoom.gif Ripple of Darkness. This does not cast during spell_fire_felhellfire.gif Rupture Realities
  • If the Fallen Avatar is about to reach 100 energy, kill off the Maiden of Valor to prevent the boss from healing through his spell_holy_consumemagic.gif Consume

Phase Two

  • Tanks need to position the boss on the corners of the platform for each spell_fire_felhellfire.gif Rupture Realities cast
  • Tanks need to use active mitigation on the ability_warrior_shieldbreak.gif Desolate cast and then switch on two stacks
  • Healers should use cooldowns on the spell_fire_felhellfire.gif Rupture Realities casts to prevent players from dying shortly afterwards from the spell_fire_felflamering.gif Sear passive
  • As many players as possible should spread themselves evenly amongst the ability_priest_surgeofdarkness.gif Dark Mark debuffed targets and make sure they are knocked towards platformed areas
  • (Normal Only) If running out of space, position the boss in the lava for the spell_fire_felhellfire.gif Rupture Realities cast as this will reduce the platform area destroyed

Role Specific Responsibilities

Tank

Phase One

  • Position the Maiden of Valor so that she intercepts the energy beam from the Containment pylons
  • Use active mitigation on the ability_warrior_shieldbreak.gif Desolate cast and then switch on two stacks
  • Dodge out of the path of the ability_ironmaidens_convulsiveshadows.gif Shadowy Blades that fly out from the boss
  • Minimise the amount of damage you deal to the Maiden of Valor whilst tanking her

Phase Two

  • Use active mitigation on the ability_warrior_shieldbreak.gif Desolate cast and then switch on two stacks
  • Position the boss on the corners of the platform for each spell_fire_felhellfire.gif Rupture Realities cast
  • (Normal Only) If running out of space, position the boss in the lava for the spell_fire_felhellfire.gif Rupture Realities cast as this will reduce the platform area destroyed
  • The off-tank should help split the damage from the ability_priest_surgeofdarkness.gif Dark Marks, just make sure you are not knocked back into the lava

Healer

Phase One

  • Be prepared to spot heal players during the spell_fire_felfirenova.gif Unbound Chaos, whilst moving from your own patches
  • Assign cooldowns for the spell_fire_felhellfire.gif Rupture Realities casts, whilst moving to the back of the room
  • Spot heal players targeted by the ability_ironmaidens_convulsiveshadows.gif Shadowy Blades, whilst avoiding them as they fly towards that target
  • Tanks will take heavy damage on the second ability_warrior_shieldbreak.gif Desolate hit in a row, be prepared to spot heal them

Phase Two

  • Assign cooldowns for each spell_fire_felhellfire.gif Rupture Realities casts to prevent players from dying shortly afterwards from the spell_fire_felflamering.gifSear passive
  • Tanks will take heavy damage on the second ability_warrior_shieldbreak.gif Desolate hit in a row, be prepared to spot heal them
  • Help split the damage from the ability_priest_surgeofdarkness.gif Dark Marks, just make sure you are not knocked back into the lava

DPS

Phase One

  • Deal as much damage to the Fallen Avatar as possible during this phase
  • Do not damage the Maiden of Valor unless she has full energy and is casting spell_fire_felimmolation.gif Cleansing Protocol
  • After the spell_fire_felimmolation.gif Cleansing Protocol has ended, make sure to switch back to the boss
  • Dodge out of the path of the ability_ironmaidens_convulsiveshadows.gif Shadowy Blades that fly out from the boss, and stand still with them if fixated
  • Move away from the Fallen Avatar when he casts spell_fire_felhellfire.gif Rupture Realities, melee DPS should wait for the tank to return to the boss first before re-engaging him
  • Move out of the patches created by the spell_fire_felfirenova.gif Unbound Chaos, whilst trying to avoid "cutting off" other players with your patches

Phase Two

  • Help split the damage from the ability_priest_surgeofdarkness.gif Dark Marks, just make sure you are not knocked back into the lava
  • Move away from the Fallen Avatar when he casts spell_fire_felhellfire.gif Rupture Realities. This is a great time for personal survival cooldowns
  • Kill the boss before you run out of space :)

Looking For Raid Difficulty

Aside from Looking for Raid abilities dealing less damage than Normal Mode, there are a few mechanical changes that make the encounter easier. 

Phase One

  • The Fallen Avatar will no longer spell_holy_consumemagic.gif Consume the health remaining on the Maiden of Valor when entering Phase Two. This gives the raid more space for mistakes as the boss transitioning early will not heal him.
  • Additionally the Maiden of Valor will not cast spell_fire_felimmolation.gif Cleansing Protocol. This means that all DPS should focus entirely on the Fallen Avatar and never switch to the Maiden of Valor.

Phase Two

  • The ability_priest_surgeofdarkness.gif Dark Marks deal significantly less damage, and can be soaked by just a few players.
  • Also the damage from standing within the lava has been lowered.
  • This allows the entire raid to stack under the boss and nuke him down, whilst the healers cast AoE spells to keep the raid up.

Heroic Difficulty

Aside from Heroic abilities dealing more damage than Normal Mode, there are few mechanical changes that make the encounter harder. 

Phase One
The 
Fallen Avatar has an additional ability, spell_nature_removecurse.gif Touch of Sargeras:

  • On a long cast, three purple zones will spawn in seemingly random areas of the room.
  • After 8 seconds these circles will erupt and deal lethal shadow damage to the entire raid.
  • To prevent this players need to stand inside them. They'll then split a smaller amount of damage and stop any damage going out onto the raid.
  • Although it depends on the raid size, 3-4 people per zone should keep damage to survivable levels, however the more players that soak the safer it will be.
  • To ensure that each zone will have a player nearby, the raid should spread themselves evenly around the encounter area.
  • Do Note: These zones can be solo soaked with immunities or large damage reductions. These should be used frequently as there are no other points in the fight where these abilities will be as beneficial to your raid.
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Any 
spell_nature_removecurse.gif Touch of Sargeras patches will instantly kill your entire raid if you do not soak them.

 


Instead of knocking back, the ability_ironmaidens_convulsiveshadows.gif Shadowy Blades will now spawn a pool of inv_enchant_voidsphere.gif Lingering Darkness at the location of each player hit by the blade.

  • This pool will deal high ticking damage and slow players by 50% whilst standing within it.
  • Players marked by the Blades now want to ensure that they spawn the inv_enchant_voidsphere.gif Lingering Darkness pool in low traffic areas of the encounter room, such as at the back of the room.
  • It is essential that all other players avoid the blades to ensure that as few inv_enchant_voidsphere.gif Lingering Darkness pools spawn as possible.
  • The inv_enchant_voidsphere.gif Lingering Darkness pools are not permanent, and will despawn after roughly one minute.

Phase Two

  • The damage from the spell_fire_felflamering.gif Sear passive will now be permanently buffed whenever the Fallen Avatar stands in lava due to Fel Infusion.
  • This prevents you from using the Normal Mode strategy of keeping the Avatar within the lava for each Rupturing Realities.
  • However, you may wish to drag him into the lava for a Rupturing Realities cast late in the phase if you are extremely low on platform space.

Additionally players will need to deal with inv_artifact_powerofthedarkside.gif Black Winds that will sweep across the Platform.

  • The winds travel in a straight line at a constant speed. Players hit by the winds will take a burst of damage and receive a hard hitting 12 second dot.
  • Winds must be avoided as much as possible. Players soaking ability_priest_surgeofdarkness.gif Dark Marks should keep an eye out for winds and do their best not to be knocked back into them.
  • The winds become harder and harder to dodge as the platform area shrinks with each spell_fire_felhellfire.gif Rupture Realities cast.
  • Movement Speed increases should be used later in the fight to help dodge these winds in an enclosed area.
634787.jpg
inv_artifact_powerofthedarkside.gif Black Winds spawn in groups and move directly across the platform and despawn on the opposite side.
Players that do not avoid them are likely to die!

Mythic Difficulty

Aside from Mythic abilities dealing more damage than Heroic Mode, there are few mechanical changes that make the encounter much more challenging. 


Phase One
Five 
spell_nature_removecurse.gif Touch of Sargeras zones will now spawn each time, rather than three. Each zone should have at least 2-3 players to ensure that the damage is brought down to survivable levels. 

On top of 3 
ability_ironmaidens_convulsiveshadows.gif Shadowy Blades spawning at the boss, several ability_ironmaidens_convulsiveshadows.gif Shadowy Blades will now also spawn at the back of the room.

  • This makes avoiding the blades much more difficult. Players need to have exceptional raid awareness to try and avoid as many blades as possible.
  • This also will increase the amount of inv_enchant_voidsphere.gif Lingering Darkness pools present in the encounter area.

The main additional mechanic is the inv_icon_shadowcouncilorb_purple.gif Tainted Matrix. Alongside one standard Containment Pylon, two corrupted pylons will spawn.

  • These pylons will generate a substantial amount of energy for the Fallen Avatar, however the Maiden of Valor must not soak these as she'll pulse out lethal raid wide damage every 2 seconds whilst standing within the corrupted beam.
  • The beams from the Tainted Matrices can be soaked by players. Doing so deals moderate damage to the player and applies the spell_shadow_antishadow.gif Tainted Essence debuff to the player every 1.5 sec.
  • The spell_shadow_antishadow.gif Tainted Essence debuff reduces all healing and shields received by 10% and lasts for just over 1 minute. If any player reaches 10 stacks they will instantly die.
  • The raid needs to soak both inv_icon_shadowcouncilorb_purple.gif Tainted Matrix beams by rotating players to soak the beams.
  • Although it isn't entirely clear which number of players would be optimal, it seems like 6-7 players per beam will be needed if they rotate on 5-7 stacks.

Phase Two
Players will need to soak comets of Felflame when 
spell_fire_felpyroblast.gif Rain of the Destroyer is cast.

  • The comets will land and explode, destroying a section of platform whilst also dealing a near lethal burst of damage to the entire raid.
  • If a player stands underneath a comet as it lands, the player will take a small burst of damage and the explosion will be nullified.
  • These comets spawn in random locations across the entire platform. The raid team needs to be pre-spread and ready to soak the comets every time the spell_fire_felpyroblast.gif Rain of the Destroyer occurs.

 

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Kil'Jaeden

 

Spoiler

 

 

Encounter Overview

The fight takes place on a platform on Kil'jaeden's spaceship. If players fall off the platform they will instantly die, however their corpse will teleport back to the platform allowing players to resurrect them.

  • Phase One players will fight Kil'jaeden directly whilst soaking meteors that rain down onto the encounter area.
  • Intermission One will begin once Kil'jaeden reaches 80% health. Kil'jaeden will become almost immune to damage and barrage players with a variety of spells for a minute.
  • Phase Two players will deal with a mixture of abilities from Phase One and intermission One, alongside a few other position based mechanics.
  • Intermission Two will begin once Kil'jaeden reaches 40% health. Kil'jaeden will leave the encounter area and coat it with a Fog of War. Players must find Illidan within the fog to gain his sight to remove the adds that are hiding within it.
  • Phase Three begins once all adds have died. Kil'jaeden will once again return to the platform and have a brand new ability set which tests players ability to use Rifts that spawn around the encounter area to avoid lethal mechanics.
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The entire encounter takes place on a platform. Falling off the edge will instantly kill you.

Phase One: The Betrayer

spell_fire_felimmolation.gif Felclaws

  • Kil'jaeden empowers himself for 11.5 seconds, causing each one of his melee attacks to increase all physical damage taken by the target by 20% for 20 seconds.
  • Tanks need to taunt off one after the buff has ended, to ensure that the stacking damage increase doesn't go above 5 stacks.
  • Additionally, whilst Kil'jaeden has spell_fire_felimmolation.gif Felclaws active, he will cause all his melee attacks to deal damage to all players in a cone in front of himself.
  • Tanks need to ensure that Kil'jaeden is faced away from the raid whilst spell_fire_felimmolation.gif Felclaws is active, as even a single swipe can be enough to kill a player.

ability_socererking_arcanemines.gif Rupturing Singularity

A purple orb will appear above a location in the encounter area and will begin to slowly fall. After 10 seconds it will land, dealing lethal damage to anyone in the landing zone, whilst dealing moderate raid wide damage and knocking players away from it.

  • All players must stand close to the landing zone of the orb to ensure that they are not knocked off the platform.
  • If the orb spawns in the middle of the room, players need to ensure that they are knocked into the corners of the platform, as otherwise the knockback will push them off.
  • Whilst positioning for the orb in the middle of the room, the Tanks should place Kil'jaeden directly inside the Orb, to allow melee DPS to hit him whilst standing in a safe position.
  • Although players need to make sure they are close to the orb, they must not get too close, as they may get hit by the lethal damage aspect of the ability.
  • The orb can spawn in 5 set locations around the square encounter area. In each of the four corners and directly in the centre of the room.
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ability_socererking_arcanemines.gif Rupturing Singularity has 5 potential spawn locations. In each corner of the encounter room and directly in the middle.
When ability_socererking_arcanemines.gif Rupturing Singularity spawns in the center of the encounter area it is vital players are knocked towards the corners. Any players stood elsewhere will be knocked off the platform and fall to their death. Players in the highlighted red areas will fall to their death.

spell_shadow_rainoffire.gif Armageddon

Kil'jaeden calls down several small spell_shadow_rainoffire.gif Armageddon Rain meteors and one large spell_mage_meteor.gif Armageddon Hail meteor.

  • When any of these meteors hit the platform they will trigger an spell_fire_elementaldevastation.gif Armageddon Blast, which deals high burst damage to the raid and places a hard hitting 30 second dot on all players.
  • Players must stand underneath the meteor landing locations as this will soak it, preventing an spell_fire_elementaldevastation.gif Armageddon Blast.
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spell_shadow_rainoffire.gif Armageddon Rains (small circles) must be soaked by the raid. spell_fire_elementaldevastation.gif Armageddon Blast (larger single circle) must be either soaked by a tank or a player using an immunity.

 


spell_shadow_rainoffire.gif Armageddon Rains are indicated with smaller circles and need to be soaked by a single raid member.

  • This will deal a moderate burst of fire damage to them and apply a 60 second dot.
  • spell_shadow_rainoffire.gif Armageddon is cast more frequently than every 60 seconds, so players should avoid soaking multiple spell_shadow_rainoffire.gifArmageddons in a row as otherwise the dot will stack and refresh its duration.
  • This should usually be done "on the fly" however the raid leader my want to assign two different groups to take turns soaking the spell_shadow_rainoffire.gif Armageddon Rain patches.

spell_mage_meteor.gif Armageddon Hail is indicated with a large circle and needs to be soaked by a tank.

  • This is because it deals an exceptional amount of physical damage upon landing and leaves a hard-hitting physical damage dot for 10 seconds.
  • The tank with the lowest spell_fire_felimmolation.gif Felclaws stack should take this hit, whilst using a large damage reduction.
  • This ability can be soaked and survived by other non-tank players if they use large damage reductions or immunities.

Upon reaching 80% HP, Kil'jaeden will fly up into the air and Intermission One will begin.

Intermission One: Eternal Flame

At the beginning of the intermission Kil'jaeden will fly up into the air and start circling the platform. During this time he takes 99% less damage due to his Nether Gale passive.

  • Players must focus on dealing with the new incoming abilities, as damaging the boss during this time is pointless.
  • Kil'jaeden will still cast spell_shadow_rainoffire.gif Armageddon. This ability functions identically to the Phase One version, and must be dealt with in the exact same way.

Kil'jaeden has gained two new abilities during this phase, ability_mage_firestarter.gif Focused Dreadflame and ability_warlock_inferno.gif Bursting Dreadflame

When he casts 
ability_mage_firestarter.gif Focused Dreadflame he will mark a player and then send a beam of fire in their direction.

  • This beam deals high damage that is split between all players hit by the beam.
  • Players should stack up between Kil'jaeden and the Target to spread the damage as evenly as possible.
  • The marked target can solo the ability with immunities or large damage reductions. If they wish to do this they must communicate with the raid to ensure that they take the beam alone.
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When a player is marked with ability_mage_firestarter.gif Focused Dreadflame, shown as an arrow above their head, players must move between the player and Kil'jaeden in a line.
The more players between, the safer the damage will be shared among the raid.

 


When Kil'jaeden casts ability_warlock_inferno.gif Bursting Dreadflame he will mark several players and place a 15 yard ring around them.

  • After a short delay these players will take a burst of fire damage which will splash onto anyone within 15 yards.
  • Players targeted by the ability_warlock_inferno.gif Bursting Dreadflame must move away from the group, preferably around the edges of the room, to minimise the chance of splashing damage onto the raid.
  • ability_warlock_inferno.gif Bursting Dreadflame can occur during an spell_shadow_rainoffire.gif Armageddon. The targeted players should avoid soaking an spell_shadow_rainoffire.gifArmageddon meteor and ability_warlock_inferno.gif Bursting Dreadflame in quick succession, as the damage may be too overwhelming for healers.
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Players highlighted in green have moved away from the raid with their 
ability_warlock_inferno.gif Bursting Dreadflame. Players in red need to avoid the targeting circles to avoid taking any damage from the green players.

 


After 1 minute, Kil'jaeden will fly to the middle of the room and land. His Nether Gale passive will disappear and Phase Two will begin.

Phase Two: Reflected Souls

Phase Two consists of fighting Kil'jaeden till he reaches 40% health. During this phase he has a mixture of abilities from Phase One and Intermission One, alongside one brand new ability. 
The difficulty of Phase Two is mainly centred around the points in which abilities overlap.

  • The abilities are still countered in the same manner as the previous phases, apart from the ability_mage_firestarter.gif Focused Dreadflame.
  • Players targeted by this should stand at a set location, to allow the raid to quickly group up and help split the damage.

The new mechanic in this phase is the sha_spell_warlock_demonsoul_nightmare.gif Shadow Reflection: Erupting.

  • This is an 8 second debuff placed on three players. After the debuff expires a Shadow Reflection add will spawn.
  • This add does not need to be tanked, as it will just stand still and chain cast spell_fire_burnoutgreen.gif Erupting Dreadflame, a long cast which deals raid wide damage.
  • Each cast of spell_fire_burnoutgreen.gif Erupting Dreadflame will deal a larger amount of damage than the last.

Players afflicted with the sha_spell_warlock_demonsoul_nightmare.gif Shadow Reflection: Erupting debuff should stack underneath the boss to spawn the adds on top of one another. The DPS then must focus them down as soon as possible, just to reduce the number of spell_fire_burnoutgreen.gif Erupting Dreadflame casts.

Once Kil'jaeden reaches 40% health Intermission Two will begin.

Intermission Two

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The platform becomes engulfed in darkness. Illidan and Shadowsoul adds lurk within.
Players that find Illidan gain Sightless Gaze. Allowing them to see the Shadowsoul adds within the darkness.
Once all Shadowsoul adds have been killed, phase 3 will begin.

During Intermission Two, players will be engulfed in darkness. They will need to search out Illidan who is somewhere on the platform to gain his sight. This sight can be used to defeat the Shadowsoul adds and banish the darkness, which will trigger Phase Three. It is assumed the during this time Kil'jaeden will not be present in the encounter area. 

Immediately upon entering Intermission Two, players will receive the 
spell_shadow_auraofdarkness.gif Deceiver's Veil debuff.

  • This prevents players from being able to target anything further than 8 yards away.
  • Additionally, AoE spells and heals will all miss on targets further than 8 yards away.

During this time players will be afflicted with spell_shadow_mindflay.gif Choking Shadow, which absorbs ever increasing amounts of healing the longer you remain within the shadows.

  • Several Shadowsoul enemies will be hidden by the shadows. During this time they will be unkillable and will deal pulsing raid wide damage with their inv_icon_shadowcouncilorb_purple.gif Destabilized Shadowsoul ability.
  • Players will not be able to attack the Shadowsoul enemies until they find Illidan in the darkness.

Getting within 8 yards of Illidan will give the player the Illidan's Sightless Gaze debuff, which allows the player to see and hit enemies within 40 yards and heal other players. During this 20 second debuff, players will be ticking high ticking fire damage.

  • Players need to spread out across the platform to find Illidan.
  • Illidan is usually found around the edges of the encounter area, rather than in the middle.
  • Illidan can be tracked by hunters and feral druids by using the Track Humanoids ability. This will cause him to appear on the minimap.
  • Once a group has found Illidan, the entire raid should move next to him to gain the Illidan's Sightless Gaze debuff.
  • To help communicate where Illidan is, players can ping his location on the minimap
  • Healers should assign healing cooldowns as the raid groups up to quickly heal players back up.
  • The raid must then use Sightless Gaze debuff to kill off all Shadowsoul enemies and allow the group to enter Phase Three.
  • The Shadowsoul adds can be stunned and also gripped. Gripping the adds that are far away from the group can help the raid enter Phase Three faster.

Phase Three: spell_shadow_blackplague.gif Darkness of a Thousand Souls

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Players close enough to the rifts will gain inv_artifact_dimensionalrift.gifGravity Squeeze. This effect is mandatory to survive the spell_shadow_blackplague.gif Darkness of a Thousand Soulscast.
spell_fire_felflamering.gif Demonic Obelisks will deal large damage to any players hit and also knock them back, potentially entirely off the platform. Players circled in red are likely to be dead.

 


Players will need to use Rifts that spawn to avoid the spell_shadow_blackplague.gif Darkness of a Thousand Souls "ultimate attack". 

Kil'jaeden maintains the 
ability_warlock_inferno.gif Bursting Dreadflame , ability_mage_firestarter.gif Focused Dreadflame & spell_fire_felimmolation.gif Felclaws abilities from previous phases, but has lost access to all other previous abilities.

spell_shadow_blackplague.gif Darkness of a Thousand Souls

This is a cast which will send bolts at all members of the raid. The bolt deals a large amount of initial damage, followed up by a hard hitting dot which lasts until Kil'jaeden is defeated.

  • This ability will be cast as soon as Kil'jaeden enters Phase Three. The raid should stack up behind him and use damage reduction cooldowns to survive the hit.
  • Healers will need to keep the raid topped up throughout Phase Three as the dot debuff can not be removed in any way.
  • Subsequent casts of spell_shadow_blackplague.gif Darkness of a Thousand Souls need to be avoided by standing next to a rift.

inv_artifact_dimensionalrift.gif Tear Rift

Kil'jaeden spawns a rift at the side of the platform. This rift will be inactive for a long period of time, only activating shortly before a spell_shadow_blackplague.gif Darkness of a Thousand Souls is due to come in. All players will be pulled in towards the rift and any players close to the rift will be afflicted with inv_artifact_dimensionalrift.gif Gravity Squeeze until they move further away from the rift.

spell_fire_felflamering.gif Demonic Obelisk

  • Kil'jaeden creates three spell_fire_felflamering.gif Demonic Obelisks positioned around the platform which will detonate in a cross of energy which spans the entire platform after 10 seconds.
  • Players hit by the energy will take a burst of damage and be knocked back.
  • Everyone needs to keep an eye on the Obelisks and the ground to ensure that they are not hit by the energy, as the knockback may be enough to hit you off the platform.
  • The beams of energy from the Obelisks are suprisingly large, so players should exaggerate their movement to ensure they will not be hit by any of the pillars.

Kil'jaeden will slowly increase the amount of Obelisks that spawn each time the ability is cast throughout the phase.

  • Players will need to continue to move into safe spots in the encounter room, by making a note of where the beams will be when the Obelisks detonate

Kil'jaeden has a 10 minute enrage timer. Players must kill him before he gains the enrage, as he will quickly kill off all players whilst under its effects.

Strategy Summary

Phase One 100%-80% HP

  • Tanks should taunt off one another around 5 stacks of spell_fire_felimmolation.gif Felclaws
  • Players need to stand close to, but not underneath, the ability_socererking_arcanemines.gif Rupturing Singularity orb to avoid being knocked off the platform.
  • Players need to soak all small spell_shadow_rainoffire.gif Armageddon Rains whilst a Tank or a player with an Immunity soaks the larger spell_fire_elementaldevastation.gifArmageddon Blasts.
  • Players need to avoid soaking spell_shadow_rainoffire.gif Armageddon Rains in quick succession. This is to allow the dot applied to the players to expire.

Intermission One

  • Survive for 1 minute before Kil'jaeden returns to the platform. During this time he takes 99% less damage.
  • Soak all small spell_shadow_rainoffire.gif Armageddon Rains whilst a Tank or a player with an Immunity soaks the larger spell_fire_elementaldevastation.gif Armageddon Blasts.
  • Avoid soaking spell_shadow_rainoffire.gif Armageddon Rains in quick succession. This is to allow the dot applied to the players to expire.
  • The player fixated by the ability_mage_firestarter.gif Focused Dreadflame needs to have players help split the damage of the incoming beam.
  • Spread out 15 yards with the ability_warlock_inferno.gif Bursting Dreadflame to avoid splashing damage onto other players.
  • Do not soak spell_shadow_rainoffire.gif Armageddon Rain whilst targeted by the ability_warlock_inferno.gif Bursting Dreadflame, as the combination of damage may instantly kill you.

Phase Two 80%-40% HP

  • Stack under the boss when afflicted with the sha_spell_warlock_demonsoul_nightmare.gif Shadow Reflection: Erupting. This will spawn the adds close together so they can be cleaved down quickly.
  • Kill off the Shadow Reflection adds as soon as possible, to reduce the incoming damage of spell_fire_burnoutgreen.gif Erupting Dreadflame.
  • Players need to stand close to, but not underneath, the ability_socererking_arcanemines.gif Rupturing Singularity orb to avoid being knocked off the platform.
  • Soak all small spell_shadow_rainoffire.gif Armageddon Rains whilst a Tank or a player with an Immunity soaks the larger spell_fire_elementaldevastation.gif Armageddon Blasts.
  • Avoid soaking spell_shadow_rainoffire.gif Armageddon Rains in quick succession. This is to allow the dot applied to the players to expire.
  • The player fixated by the ability_mage_firestarter.gif Focused Dreadflame needs to have players help split the damage of the incoming beam. This player may need to move away from the boss to create some space for players to stand in.
  • Spread out 15 yards with the ability_warlock_inferno.gif Bursting Dreadflame to avoid splashing damage onto other players.
  • Do not soak spell_shadow_rainoffire.gif Armageddon Rain whilst targeted by the ability_warlock_inferno.gif Bursting Dreadflame, as the combination of damage may instantly kill you.

Intermission Two

  • Move around in groups consisting of at least one healer to find Illidan in the dark.
  • Players must stay within 8 yards of their healer, as all players are unable to target and heal players more than 8 yards away.
  • Once Illidan has been found, have all players use the Illidan's Sightless Gaze buff to kill off all Shadowsoul enemies.
  • Healers need to counteract the healing absorption shield generated through spell_shadow_mindflay.gif Choking Shadows.
  • Once all Shadowsouls have been killed, Phase Three will begin.

Phase Three 40%-0%

Role-Specific Responsibilities

 Tanks

Phase One 100%-80% HP
  • Tanks should taunt off one another around 5 stacks of spell_fire_felimmolation.gif Felclaws.
  • During spell_fire_felimmolation.gif Felclaws, tanks should chain Active Mitigation/Damage Reduction Cooldowns to survive.
  • Stand close to, but not underneath, the ability_socererking_arcanemines.gif Rupturing Singularity orb to avoid being knocked off the platform.
  • The tank with the lowest spell_fire_felimmolation.gif Felclaws stacks needs to soak the larger spell_fire_elementaldevastation.gif Armageddon Blasts, whilst using a large damage reduction cooldown.
  • Players with immunities can cover this larger spell_fire_elementaldevastation.gif Armageddon Blast if you are lacking a large damage reduction cooldown.
Intermission One
  • Survive for 1 minute before Kil'jaeden returns to the platform. During this time he takes 99% less damage.
  • A tank needs to soak the larger spell_fire_elementaldevastation.gif Armageddon Blasts, whilst using a large damage reduction cooldown.
  • Avoid soaking spell_shadow_rainoffire.gif Armageddon Rains in quick succession. This is to allow the dot applied to the players to expire.
  • Help split the damage of the incoming beam on the player who has the ability_mage_firestarter.gif Focused Dreadflame.
  • Avoid players who are afflicted with the ability_warlock_inferno.gif Bursting Dreadflame.
Phase Two 80%-40% HP Intermission Two
  • Move around in groups consisting of at least one healer to find Illidan in the dark.
  • Players must stay within 8 yards of their healer, as all players are unable to target and heal players more than 8 yards away.
  • Once Illidan has been found, have all players use the Illidan's Sightless Gaze buff to kill off all Shadowsoulenemies.
  • Once all Shadowsouls have been killed, Phase Three will begin.
Phase Three 40%-0%

 Healer Responsibilities

Phase One 100%-80% HP
  • Stand close to, but not underneath, the ability_socererking_arcanemines.gif Rupturing Singularity orb to avoid being knocked off the platform.
  • You may wish to assign a cooldown for each ability_socererking_arcanemines.gif Rupturing Singularity orb detonation, as this will deal large raid wide damage.
  • Soak all small spell_shadow_rainoffire.gif Armageddon Rains whilst a Tank or a player with an Immunity soaks the larger spell_fire_elementaldevastation.gif Armageddon Blasts.
  • The tank soaking the spell_fire_elementaldevastation.gif Armageddon Blast may require external cooldowns and heavy spot healing to survive the hit.
  • Players need to avoid soaking spell_shadow_rainoffire.gif Armageddon Rains in quick succession. This is to allow the dot applied to the players to expire.
  • Players with the spell_shadow_rainoffire.gif Armageddon Rain dot will require attention over its 1 minute duration.
  • Tanks will require spot healing whilst Kil'jaeden is buffed with spell_fire_felimmolation.gif Felclaws.
Intermission OneOne
  • Survive for 1 minute before Kil'jaeden returns to the platform. During this time he takes 99% less damage.
  • Soak all small spell_shadow_rainoffire.gif Armageddon Rains whilst a Tank or a player with an Immunity soaks the larger spell_fire_elementaldevastation.gif Armageddon Blasts.
  • The tank soaking the spell_fire_elementaldevastation.gif Armageddon Blast may require external cooldowns and heavy spot healing to survive the hit.
  • Avoid soaking spell_shadow_rainoffire.gif Armageddon Rains in quick succession. This is to allow the dot applied to the players to expire.
  • The player fixated by the ability_mage_firestarter.gif Focused Dreadflame needs to have players help split the damage of the incoming beam.
  • Players with the spell_shadow_rainoffire.gif Armageddon Rain dot will require attention over its 1 minute duration.
  • Spread out 15 yards with the