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Triny(OD)

Antorus Raid Boss Guide

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Antorus the Burning Throne is the new raid that was released this week.   We went in Tuesday but were not properly prepared.  Like last time I have gathered information from any source I could and collected it for a post here for easy reference.

 

This information is from FatbossTV and WoWhead, giving credit where it is due.

 

First off, please make sure you have read/watched the videos for the raid, and that you come on time and prepared for the raid on Tues 7pm-10pm, Sun 8pm-11pm for the main group, and Sat 8pm-11pm for Tim's alt raid group(all times are est/realm time).

 

If you have any questions about the raid please ask the raid team (Thuglife(OD), Moon(OD), Lojac(OD), Triny(OD) )

 

Below will be a post for each boss.

Edited by Triny(OD)

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Garothi Worldbreaker

Spoiler

 Garothi Worldbreaker

 

 

 

 

Abilities

Garothi Worldbreaker has two abilities that he will alternate between throughout the phase: ability_mage_firestarter.gif Decimation and ability_warlock_backdraftgreen.gifAnnihilation.

ability_hunter_snipershot.gif Fel Bombardment

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Tanks must run from ability_hunter_snipershot.gif Fel Bombardment.
Run fast!

The boss will mark the current tank with a 5 second debuff.

  • After this expires, the boss will throw missiles Garothi Worldbreaker towards that tank every second for 5 seconds.

  • These missiles deal damage and knock back anyone within 7 yards of their landing location.

As soon as the tank gets the debuff they need the other tank to taunt, and then they need to create distance between themselves and the boss.

  • As the missiles are fired, the targeted tank will need to continuously move to avoid getting hit.

  • The tank needs to be far away from the boss to dodge the missiles, as they do have a travel time.

  • If you are too close, you will not be able to avoid the missiles and you will get repeatedly hit.

Although using movement speed increases can help deal with the ability, they are not needed as long as you get away from the boss before the missiles come in.

ability_mage_firestarter.gif Decimation

Garothi Worldbreaker will apply ability_mage_firestarter.gif Decimation debuffs to a few members of the raid.

  • After 5 seconds, when the debuff expires, the afflicted players will place a large circle underneath them.

  • A few moments later, these circles will explode, dealing damage to players who stand within them, as well as a small amount of damage to the raid.

As soon as you have the debuff, you want to quickly move away from the group so you can place the circles away from other players.

  • Once the circle appears you want to make sure you move away from them and back to the raid as soon as possible.

  • Assign all players to leave ability_mage_firestarter.gif Decimation on one side of the room, leaving the opposite side clear for the tank to dodge the ability_hunter_snipershot.gif Fel Bombardment missiles.

  • Having the ranged players stacked before, during and after the ability_mage_firestarter.gif Decimation ensures that players will not be caught out by the ability_mage_firestarter.gif Decimation circles.

  • Stacking also helps healers keep the raid healthy more efficiently.

677526.jpg

677527.jpg

677528.jpg

Players with the ability_mage_firestarter.gifDecimation
debuff need to run out of the raid.

When the debuff expires
a large circle will appear.

Make sure you're not within them.

ability_warlock_backdraftgreen.gif Annihilation

677525.jpg
ability_warlock_backdraftgreen.gif Annihilation circles must be soaked to
prevent them from exploding!

ability_warlock_backdraftgreen.gif Annihilation creates several zones around the encounter room.

  • The total number of zones that spawn scales based on the number of players in the raid.

  • These ability_warlock_backdraftgreen.gif Annihilation zones will explode after a short time, each dealing moderate raid wide damage.

If players stand within the zones as they explode, they will take the damage instead.

  • Have at least one player stand within each zone to soak the initial hit of the ability.

  • The damage is split between the amount of players within the zone.

  • Although the spawn locations of the zones are random, you'll always have one of them spawn within melee range of the boss.

  • This melee zone should be soaked by melee dps and ignored by the ranged players.

ability_bossfelmagnaron_handempowered.gif Apocalypse Drive

When Garothi Worldbreaker reaches 60% health (65% on Heroic/Mythic) he will cast ability_bossfelmagnaron_handempowered.gif Apocalypse Drive.

  • This deals ticking damage to the group over 20 seconds, whilst making the boss unattackable. At the end of the cast, the boss will deal a lethal burst of damage to the entire raid.

  • To interrupt the ability_bossfelmagnaron_handempowered.gif Apocalypse Drive you need to destroy one of the two exposed weapons on the bosses back which have now become attackable: the Annihilator or the Decimator.

  • Killing one weapon will heal the other to full health. Therefore the raid should focus all of its damage onto a single weapon, rather than cleaving them both down.

677533.jpg
Destroy either the Decimator or
Annihilator to stop the 
ability_bossfelmagnaron_handempowered.gif Apocalypse Drive cast.

Killing the Annihilator will remove the ability_warlock_backdraftgreen.gif Annihilation ability from the encounter, and killing the Decimator will remove the ability_mage_firestarter.gif Decimationability from the encounter.

  • The weapon that you decided to leave alive will become empowered and will increase the amount of ability_mage_firestarter.gif Decimationdebuffs or ability_warlock_backdraftgreen.gif Annihilation zones you'll need to deal with.

Once the weapon has been destroyed, the ability_bossfelmagnaron_handempowered.gif Apocalypse Drive cast will stop, the Garothi Worldbreaker will once again become attackable and will cast ability_warrior_colossussmash.gif Eradication.

  • This deals a lethal amount of damage to the raid which fortunately drops off with distance.

  • You need everyone to move to the back of the room to survive the hit.

  • This is the point where raid wide damage reductions and large healing cooldowns are most effective.

  • Keep one tank next to the boss with a large damage reduction cooldown as the boss will start casting ability_golemthunderclap.gif Carnage if nobody is within melee range.

Additionally, at the end of the ability_bossfelmagnaron_handempowered.gif Apocalypse Drive the boss will gain two buffs.

  • ability_demonhunter_empowerwards.gif Empowered increases the bosses damage by 20% and ability_ironmaidens_rapidfire.gif Searing Barrage which deals nasty ticking damage to the group for the rest of the encounter.

The fight now continues, with you having to deal with an empowered ability_mage_firestarter.gif Decimation or empowered ability_warlock_backdraftgreen.gif Annihilation, depending on what weapon the raid chose to destroy. 

It is recommended that you destroy the Annihilator, so that you have to deal with the Empowered ability_mage_firestarter.gif Decimations.

  • From this point onwards, the entire raid should stack up on a single preassigned location within melee range of the boss.

  • When the ability_mage_firestarter.gif Decimation debuffs are applied to players, they should remain stacked with the group, instead of running away.

  • As soon as the debuff expires, the entire raid should move as a single unit to another preassigned location within melee.

  • This allows you to stack up the entire raid in melee and move between two locations each time a set of ability_mage_firestarter.gif Decimationdebuffs expire.

  • Not only is this raid wide movement easier than having to ensure that you have members in each of the numerous ability_warlock_backdraftgreen.gifAnnihilation zones, but it also allows healers to more efficiently combat the incoming raid damage.

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Positioning for Phase 1

Phase 2 positioning. The raid should swap locations
every time the 
ability_mage_firestarter.gif Decimation debuffs expire.

ability_bossfelmagnaron_handempowered.gif Apocalypse Drive #2

When Garothi Worldbreaker reaches 20% health (35% on Heroic/Mythic) he will cast ability_bossfelmagnaron_handempowered.gif Apocalypse Drive once again.

  • To interrupt ability_bossfelmagnaron_handempowered.gif Apocalypse Drive you'll need to destroy the last remaining weapon.

  • After the weapon has been destroyed, the raid will once again need to create distance between themselves and the boss to reduce the damage of the ability_warrior_colossussmash.gif Eradication, which now deals increased damage via the ability_demonhunter_empowerwards.gif Empowered buff.

  • This is the point, once again, where raid wide damage reductions and large healing cooldowns are most effective.

  • As the cast completes, the boss will gain another stack of ability_demonhunter_empowerwards.gif Empowered and ability_ironmaidens_rapidfire.gif Searing Barrage, further increasing the incoming damage onto the raid.

In this last stage of the encounter, you will have no ability_mage_firestarter.gif Decimation or ability_warlock_backdraftgreen.gif Annihilation casts. The raid can stack up underneath the boss and nuke down this enormous fel reaver.

Role Responsibilities

Tank

  • Taunt when your co-tank is afflicted with ability_hunter_snipershot.gif Fel Bombardment

  • Run away from the boss when afflicted with ability_hunter_snipershot.gif Fel Bombardment. This creates distance to allow you to avoid the incoming missiles.

  • Always have one tank within melee range of the boss to prevent ability_golemthunderclap.gif Carnage from being cast.

Healer

DPS

Raid Finder Difficulty

Aside from numerical changes, in which the damage from the abilities has been severely reduced, there are no mechanical changes to the Garothi Worldbreaker encounter listed in the Dungeon Journal.

Heroic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there are a couple mechanical changes that have been made to the Garothi Worldbreaker encounter on Heroic difficulty.

ability_warlock_backdraftgreen.gif Annihilation now deals substantially more damage than normal.

  • It is likely that you'll want at least 2 players to soak each zone.

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Move from the ability_bossfellord_felfissure.gif Surging Fel lines!

Large ability_bossfellord_felfissure.gif Surging Fel lines will appear on the ground during ability_bossfelmagnaron_handempowered.gif Apocalypse Drive.

  • Shortly after appearing they will explode, dealing large magic damage to anyone who still remains inside.

  • It is vital that players side step out of these ability_bossfellord_felfissure.gif Surging Fel lines, as the damage combined with the ticking damage of ability_bossfelmagnaron_handempowered.gif Apocalypse Drive may be enough to kill players.

Additionally, after the second ability_bossfelmagnaron_handempowered.gif Apocalypse Driveability_bossfellord_felfissure.gif Surging Fel lines will continue to spawn for the remainder of the encounter.

  • The raid should try to remain as stacked as possible, and side step these lines as a group to allow healers to combat the damage of the ability_ironmaidens_rapidfire.gif Searing Barrage.

As mentioned in the Normal Guide, ability_bossfelmagnaron_handempowered.gif Apocalypse Drive now activates at 65% and 35% health rather than 60% and 20%.

  • This means that the raid will have to endure the later stages of the encounter for a longer period of time.

  • Healers may wish to save some cooldowns to use during this time to help combat the prolonged heavy raid damage.

Mythic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there are a couple mechanical changes that have been made to the Garothi Worldbreaker encounter on Mythic difficulty.

When you destroy a weapon during ability_bossfelmagnaron_handempowered.gif Apocalypse Drive, that weapon's ability is not be removed. Instead the weapon will go haywire, causing the ability to gain additional effects.

  • ability_mage_firestarter.gif Decimation's spell_shaman_staticshock.gif Haywire causes the debuffed players to be stunned for the duration of the debuff.

    • This limits the raids ability to place the ability_mage_firestarter.gif Decimation circles where exactly they like.

    • After the stun, the circles will appear and explode after a few seconds. This explosion will apply a nasty dot to the entire raid that lasts for 10 seconds.

  • ability_warlock_backdraftgreen.gif Annihilation's spell_shaman_staticshock.gif Haywire causes the ability_warlock_backdraftgreen.gif Annihilation zones to explode for a second time a few moments after they've exploded for the first time, whilst also knocking the soaking players back.

    • The knockback makes it difficult for the original soaking players to resoak the same zones twice.

    • Players need to either use movement spells such as blinks to return to their original zone, or they need to position their character so they are knocked back into a different ability_warlock_backdraftgreen.gif Annihilation Zone.

As both weapons will need to be destroyed throughout the fight, the raid will need to deal with both Haywire versions of the abilities.

  • Instead of removing what mechanic you want, you now must choose which mechanic you want to have go Haywire first.

  • During limited PTR testing it was unclear which choice was best.

Additionally, after you destroy a weapon during ability_bossfelmagnaron_handempowered.gif Apocalypse Drive, the boss will cast achievement_boss_hellfire_felreaver.gif Luring Destruction.

  • This will pull in the raid towards the boss, whilst dealing substantial ticking damage.

  • After this, the boss will cast his ability_warrior_colossussmash.gif Eradication.

  • The raid wants to ensure they are towards the back of the room just as the weapons die.

  • They can then immediately run against the achievement_boss_hellfire_felreaver.gif Luring Destruction pull in and then stack up at the back of the room for the ability_warrior_colossussmash.gif Eradication.

  • Movement speed increases and healing cooldowns should help deal with this deadly combination of abilities.

 

Edited by Triny(OD)

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Felhounds of Sargeras

 

Spoiler

 

 


 

 

 

Felhounds of Sargeras Abilities

Positioning:

  • The two dogs have a ability_warlock_soullink.gif Soul Link which gives them a shared health pool. They will also enrage when within 40 yards of each other, making them deal 100% extra damage due to sha_ability_rogue_bloodyeye.gif Destroyer's Boon.

    • Because of this you need to keep them separated by 40 yards at all times.

  • Have the raid stacked up in between the two dogs.

    • This not only makes a good focal point for the raid to stack to deal with the different abilities.

    • But this also allows DPS to dot up both dogs throughout the fight, whilst allowing healers to remain in range of both tanks.

spell_fire_flameshock.gif Burning Maw/spell_shadow_burningspirit.gif Corrupting Maw

Both dogs have a hard hitting tank ability called spell_fire_flameshock.gif Burning Maw for the fire dog F'harg, and spell_shadow_burningspirit.gif Corrupting Maw for the shadow dog Shatug. These work in the exact same way.

  • They deal a large burst of magic damage to the tank. This hit will buff the dog, causing their next few melee attacks to apply a nasty dot to all players in a cone in font of them.

  • The tanks need to make sure that each hound is not facing anyone else, whilst using some form of damage reduction to lessen the blow of the initial hit.

  • The tanks do not need to switch which dog they are tanking during the fight, as the dot from the maw casts will drop before the stacks become unbearable. This usually happens during the Corruption channels.

Both of the dogs have an energy bar, which passively fills over time. The dogs will cast certain abilities at 33 and 100 energy (as well as at 66 energy on heroic).

Shatug's Abilities

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The inv_enchant_essencecosmicgreater.gif Consuming Sphere will pull players towards it.
Keep your distance!

At 33 energy, Shatug will send out a inv_enchant_essencecosmicgreater.gif Consuming Spheretowards a location of a random player at range.

  • This orb will pull in all players

  • The further away you are from the orb, the weaker the pull in.

  • If you come into contact with the orb, you take ever increasing ticking damage until you leave it.

Players just need to make sure they run against the pull in of the orb.

  • Using raid wide or personal movement speed increases can help maintain distance from the orb.

  • Warlock gateways can also help generate distance.

  • The direction of the orb isn't easily baitable, aside from the fact it always heads towards a player who wasn't in melee range of Shatug.

  • You can use a complex bait strategy with everyone at range stacking up and then moving as a group after the orb is cast, but this kind of strategy is likely to cause more problems than it fixes.

At 100 energy, Shatug will cast ability_deathknight_deathsiphon2.gif Siphon Corruption.

  • This deals moderate ticking damage to the raid over 9 seconds, whilst frequently sending out waves of warlock_curse_shadow_aura.gif Siphoneddebuffs.

  • This 4 second debuff will deal damage split between all players within 8 yards when it expires.

  • In larger raid sizes, ranged players can huddle up to spread the damage, and melee could do the same next to the Shatug, so that they can continue to blast damage onto the boss.

  • The damage alone from this ability isn't enough to warrant using healing cooldowns, however when it overlaps with other mechanics you'll likely need to use one to help the raid survive.

F'harg's abilities

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When marked by F'harg, move out of the raid!

At 33 energy he will mark multiple members of the raid. After a few seconds he will deal damage in a line, towards all marked players.

  • The marked players want to make sure that there is nobody between them, and F'harg.

  • This is easy enough to achieve by having the raid stacked up whilst the marked players move out.

  • Players have to keep an eye out for the Shatug Tank, as they can be targeted by this ability, and it's best that they do not move around as this may interfere with boss positioning.

At 100 energy, F'harg will cast spell_fire_moltenblood.gif Enflame Corruption. Similarly to ability_deathknight_deathsiphon2.gifSiphon Corruption, this deals ticking damage to the raid over 9 seconds, whilst sending out waves of debuffs.

  • These debuffs, called spell_burningsoul.gif Enflamed, will also cause the player to explode after 4 seconds.

  • However the damage of the explosion is not split between targets, it just hurts everyone within 8 yards for the same amount of damage.

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If afflicted with spell_fire_moltenblood.gif Enflame Corruption
move from the raid quickly.

The raid wants to be stacked up to help combat the ticking raid wide damage, whilst players with the spell_burningsoul.gif Enflamed debuff need to move out 8 yards, explode, and then return back to the raid.

  • Alternatively you could have everyone spread 8 yards and just use a healing cooldown to cover the damage, which sometimes you have to do when this ability overlaps with some shadow abilities such as the inv_enchant_essencecosmicgreater.gif Consuming Sphere.

Ability Overlaps

These abilities described above will overlap in different ways throughout the fight.

  • Although each dog gains energy at a similar rate, they will each occasionally stop generating energy at different points in the fight via ability_creature_felfrenzy.gif Focusing Power, causing the ability overlaps to change.

Here are a few of the ability overlaps you can expect to deal with during the fight.

spell_fire_moltenblood.gif Enflame Corruption with inv_enchant_essencecosmicgreater.gif Consuming Sphere

ability_deathknight_deathsiphon2.gif Siphon Corruption with ability_warlock_moltencore.gif Desolate Gaze

  • Players need to ensure they are able to stack near others to help spread the damage of the warlock_curse_shadow_aura.gif Siphoned debuff.

  • This group should remain stationary as the players marked with ability_warlock_moltencore.gif Desolate Gaze ensure that the group will not be hit by the incoming fire damage lines.

  • Assuming that the marked players move correctly, no additional cooldowns are needed to deal with this overlap.

spell_fire_moltenblood.gif Enflame Corruption with ability_deathknight_deathsiphon2.gif Siphon Corruption

  • The raid, apart from the tanks, needs to be stacked to help spread the damage of the warlock_curse_shadow_aura.gif Siphoned debuffs, whilst allowing healers to keep players topped up through the use of AoE healing spells and cooldowns.

  • All players within the stack need to be ready to move away quickly if they are given the spell_burningsoul.gif Enflamed debuff during this time.

  • If they do not move quickly enough, the additional splash damage from the debuff will cause healers unnecessary strain and could kill players.

  • It is possible to gain both the spell_burningsoul.gif Enflamed and warlock_curse_shadow_aura.gif Siphoned debuffs at the same time. That player needs to either:

    • Move out and use an immunity or large damage reduction to survive the damage of both abilities

    • Move out and die to avoid dealing the additional splash damage to the raid

    • Remain with the group and deal extra damage to the raid via the spell_burningsoul.gif Enflamed debuff. This should only be done if the raid is very healthy before the hit.

This overlap occurs in the later stages of the fight, and may be skipped entirely if the bosses are killed in a timely manner.

Role Responsibilities

Tank

  • Position the bosses 40+ yards apart to prevent them from gaining sha_ability_rogue_bloodyeye_nightmare.gif Sargeras' Blessing

  • Ensure that nobody is stood in front of either of the bosses.

  • Use active mitigation during the Burning/spell_shadow_burningspirit.gif Corrupting Maw.

  • Ensure nobody is within the line directed at you from F'harg when targeted by ability_warlock_moltencore.gif Desolate Gaze.

  • Side step out of the ability_warlock_moltencore.gif Desolate Gaze lines if you are not targeted by it.

  • Run against the pull in from the inv_enchant_essencecosmicgreater.gif Consuming Sphere.

  • Have two other players stand on you if you are afflicted with spell_shadow_psychicscream.gif Weight of Darkness. (Heroic Only)

Healer

DPS

  • Ensure nobody is within the line directed at you from F'harg when targeted by ability_warlock_moltencore.gif Desolate Gaze.

  • Side step out of the ability_warlock_moltencore.gif Desolate Gaze lines if you are not targeted by it.

  • Run against the pull in from the inv_enchant_essencecosmicgreater.gif Consuming Sphere.

  • Stack up when afflicted with warlock_curse_shadow_aura.gif Siphoned and move away 8+ yards when afflicted with spell_burningsoul.gif Enflamed.

  • Stack up with players afflicted by the spell_shadow_psychicscream.gif Weight of Darkness debuff. (Heroic Only)

  • Move out of the fire swirlies created by the spell_fire_fireball.gif Molten Touch. (Heroic Only)

  • Damage both dogs simultaneously if you can! They share a health pool.

Raid Finder Difficulty

Alongside numerical changes, in which the damage from the abilities has been severely reduced, there is one mechanical change to the Felhounds of Sargeras encounter.

spell_fire_moltenblood.gif Enflame Corruption with ability_deathknight_deathsiphon2.gif Siphon Corruption have been replaced by spell_fire_moltenblood.gif Erupting Flames and ability_deathknight_deathsiphon2.gif Erupting Shadowsrespectively.

  • These both deal ticking damage to the raid over a 9 second period, but they do not apply warlock_curse_shadow_aura.gif Siphoned or spell_burningsoul.gif Enflameddebuffs to the raid.

  • This removes the need to stack up or spread out when either of the bosses reach 100% energy.

Heroic Difficulty

677544.jpg
You must have at least
two other players within your circle.

Alongside numerical changes, in which the damage from the abilities has been increased, there is a few mechanical changes that have been made to the Felhounds of Sargeras encounter on Heroic difficulty. Both bosses have gained an additional ability which they will cast at 66% energy. These abilities, just like the others, will overlap with the rest as the bosses energies stall and desync throughout the fight. 

Shatug will debuff several players with spell_shadow_psychicscream.gif Weight of Darkness. This 5 second debuff slows the players over its duration.

  • When the debuff expires, it will fear the target and anyone within 8 yards for 20 seconds.

  • However, this duration of the fear is split between all players hit, and if you spread the fear with more than 2 other players, it will not trigger at all.

  • Have the melee dps all damage Shatug, so that when this debuff comes in they can stack on each other, whilst ranged players deal with any ranged fears.

  • Tanks can also be targeted by this ability.

  • Have the melee stack on Shatug tank if they get the debuff, and if the fire tank gets the debuff, have some mobile ranged dps, such as hunters or mages, quickly jump over and help share this fear.

  • Alternatively, you can evenly spread the melee DPS so that they can always stack on the tank if needed. However, this may not always be possible in smaller raid sizes.

677546.jpg
Move from the spell_fire_fireball.gif Molten Touch circles!

The fear can also be removed by abilities such as spell_nature_ancestralguardian.gif Berserker Rage as well as immunity effects, such as spell_frost_frost.gif Ice Block

F'harg will cast spell_fire_fireball.gif Molten Touch. This will pick up a few members of the raid and stun them for 1.8 seconds whilst they are suspended in the air.

  • During this stun, the players take a fair amount of ticking damage whilst also spewing out a bunch of fire swirlies at the locations of other players.

  • Players on the ground just need to move out of the circles, whilst the healers keep the stunned players topped up.

When the stunned players land, they can land in their own swirlies, however they are immune to this damage.

Additional Ability Overlaps

ability_deathknight_deathsiphon2.gif Siphon Corruption and spell_fire_fireball.gif Molten Touch

  • You want to be stacked for the siphon, but the swirlies force you to move.

  • Have all the raid stacked on one point. As soon as the spell_fire_fireball.gif Molten Touch swirlies appear, the raid needs to move as one group until the swirlies stop appearing.

  • This way you can remain stacked to help spread the damage of the siphon, whilst still avoiding the circles.

spell_fire_moltenblood.gif Enflame Corruption with spell_shadow_psychicscream.gif Weight of Darkness

Have people loosely spread, and as the fears come in, everyone with a fear stacks up, whilst anyone with spell_burningsoul.gif Enflamedstays out.

  • You can have players with spell_burningsoul.gif Enflamed also get the spell_shadow_psychicscream.gif Weight of Darkness as well.

  • This is an excellent opportunity for those players to use an immunity if possible.

  • If that is not possible, it's best that the player is soaked, and the healers top off the splash damage from the spell_burningsoul.gifEnflamed debuff explosion.

Mythic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there is a few mechanical changes that have been made to the Felhounds of Sargeras encounter on Mythic difficulty.

The bosses no longer share a health pool. They also need to be killed within a short period of time of one another due to ability_titankeeper_cleanse.gif Dark Reconstitution. This will cause the dog at 1hp to heal for 15% of its max health if the other boss isn't also brought to 1hp within its cast. 

Additionally, the entire raid will be coated with one of two debuffs, either spell_warlock_demonsoul.gif Shadowtouched or sha_spell_warlock_demonsoul_nightmare.gif Flametouched.

  • spell_warlock_demonsoul.gif Shadowtouched reduces all shadow damage taken by 25%.

    • It also causes the player to trigger a spell_shadow_shadowfury.gif Shadowscar when they take any fire damage, which will deal a burst of damage and grip in the closest player.

    • The shadow damage dealt by spell_shadow_shadowfury.gif Shadowscar does not trigger sha_spell_warlock_demonsoul_nightmare.gif Flametouched.

  • sha_spell_warlock_demonsoul_nightmare.gif Flametouched reduces all fire damage taken by 25%.

    • It also causes the player to trigger a inv_misc_orb_05.gif Burning Flash and spell_burningbladeshaman_blazing_radiance.gif Burning Remnant when they take any shadow damage.

    • inv_misc_orb_05.gif Burning Flash deals a burst of fire damage to all players within 5 yards after a brief delay. This location will then have a patch of spell_burningbladeshaman_blazing_radiance.gif Burning Remnant placed on it which lasts for 2 mins and deals ticking damage to anyone who stands within it.

Both of these debuffs cause numerous issues throughout the fight, especially during the Corruption casts, as the fire or shadow damage from the abilities is unavoidable. 

Interestingly, only one additional ability has been modified which is the inv_enchant_essencecosmicgreater.gif Consuming Sphere.

  • This now has a giant circle indicating the final destination of the orb.

  • Once the sphere reaches this destination, a inv_enchant_voidsphere.gif Consuming Obliteration occurs on the location, which deals lethal damage to anyone who is stood there.

  • Simultaneously, a spell_priest_void-blast.gif Consuming Detonation will trigger, which deals a burst of shadow damage to the entire group.

Players want to move away from the final destination of the orb.

 

 

Edited by Triny(OD)

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Antoran High Command 

 

Spoiler

 

Antoran High Command Abilities

Whilst the bosses are out of their command pods they only have one ability which is ability_xavius_tormentingswipe.gif Exploit Weakness.

  • This ability deals a large amount of physical damage in a 10 yard cone.

  • It also applies a debuff that increases the physical damage you take by 75%.

  • You've got to make sure the boss is facing away from the raid and taunt on the 2 stack mark.

As the active bosses ability does not change as the fight progresses, it is instead the abilities of the bosses within the command pods that will cause the raid to deal with different combinations of mechanics as they progress through each phase.

Phase One - Active Boss: Admiral Svirax

All bosses in the command pods have one shared ability and one unique ability.

The shared ability is spell_fire_felpyroblast.gif Chaos Pulse.

  • This deals a small amount of damage over a period of 3 seconds whilst also applying a damage taken increase for 15 seconds to two random members of the raid.

  • This effect can be dispelled, however it can be largely ignored and you simply let it time out.

  • However, towards the end of the fight it becomes more important to dispel it, as the combination of large raid wide damage and the damage taken increase from the spell_fire_felpyroblast.gif Chaos Pulse can cause the debuffed players to take lethal damage.

Whilst fighting Admiral Svirax, you'll have to deal with the unique abilities coming from General Erodus and Chief Engineer Ishkar's command pods.

677726.jpg

677723.jpg

Interrupt the Fanatical Pyromancer
when spell_fire_fireball02.gif Pyroblast is cast.

Move from the Felblade Shocktroopers while ability_warrior_bladestorm.gifBladestorm is channeled.



The Felblade Shocktroopers on the other hand are much less deadly.

  • These adds will need to be tanked and will frequently charge 1 of the 3 furthest targets from them and then begin a ability_warrior_bladestorm.gifBladestorm.

  • Assign a group of 3 players to stand further away than the rest of the raid to bait the Charge and ability_warrior_bladestorm.gif Bladestorm to a single location.

  • This helps keep the Felblade Shocktroopers grouped up allowing for more efficient cleave and multidot damage, as largely the majority of the damage they receive from the raid should be passive.

677722.jpg
Avoid inv_gizmo_felironbomb.gif Entropic Mines, circled in red.

It is important that the Fanatical Pyromancer is killed quickly, whilst also making sure the Felblade Shocktroopers are killed before a new set spawns, as having too many adds up can cause the raid to become overwhelmed. 

Chief Engineer Ishkar will be sending out waves of inv_gizmo_felironbomb.gif Entropic Mines whilst he is in the pod.

  • These green landmines spawn in sets of 5 near random players, typically around ranged DPS and healers.

  • Anyone that walks over these mines will take a moderate burst of damage whilst also applying a hard hitting dot to the raid. This lasts 4 seconds and can stack.

  • If you're careless with mines and explode a few in quick succession you're going to be in trouble.

So quite simply - whilst fighting the Admiral, you want to kill adds and avoid the mines.

  • Have the raid loosely stacked around the edges of the room and slowly move the boss around the room.

  • By moving clockwise around the room you'll also follow the boss spawn rotation, making it easy for tanks to pick up the new boss as well as allowing DPS to immediately swap to it.

As you are fighting the Admiral directly, her command pod is unoccupied. Any player can move over to the command pod and interact with it to enter.

  • Whilst inside these pods you'll have two abilities, one of these abilities is the same in each pod and the other is unique for each pod.

677720.jpg
View from within a command pod.
spell_fire_felpyroblast.gif Chaos Pulse is universal, each pod also has a unique spell.



The shared ability is spell_fire_felpyroblast.gif Chaos Pulse. This is a single target damage dealing ability that applies a damage taken increase stacking to 15%.

  • The player piloting the pod should use this frequently on the active boss to keep a high uptime on the increased damage taken debuff.

The Admiral's Pod's unique ability is spell_fire_felrainoffire.gif Withering Fire.

  • This targetable spell will create a large targeting zone that'll detonate a few seconds later.

  • This will deal a large burst of damage and apply a 25% damage taken increase to all adds that it hits. This ability doesn't interact with the boss.

  • This ability is best placed on all adds, however the Felblade Shocktroopers can be difficult to hit as they charge frequently. Therefore placing the ability on the location of Fanatical Pyromancers ensures that at least some of the adds will get hit by the ability.

677717.jpg
Use spell_fire_felrainoffire.gif Withering Fire on Fanatical Pyromancers
and 
Felblade Shocktroopers while maintaining
spell_fire_felpyroblast.gif Chaos Pulse on Admiral Svirax.



Whilst inside any of the pods the player will be taking ever increasing ticking damage through spell_arcane_mindmastery.gif Psychic Assault.

  • Healers are able to heal the targets inside, however the damage will become excessive after roughly 35-40 seconds.

  • In addition to this, after around 45 seconds the player within will be instantly killed.

  • We recommend leaving the pod around 40 seconds after you entered.

  • A single healer should be assigned to keep the player inside the command pod alive.

Once the command pod player has left after 40 seconds, another player should immediately enter it, to make full use of the spell_fire_felpyroblast.gif Chaos Pulse and spell_fire_felrainoffire.gif Withering Fire abilities.

  • Generally speaking, DPS players are best suited to command the pod, however during low damage periods healers may want to take up this role.

After 90 seconds of fighting the Admiral directly, she will ability_warrior_battleshout.gif Assume Command of her pod, safely ejecting any player that is currently inside it.

  • At this moment, Chief Engineer Ishkar will leave his pod and begin to fight the raid directly.

Phase Two - Active Boss: Chief Engineer Ishkar

Adds will continue to spawn as General Erodus is still summoning reinforcements from within his pod, however the inv_gizmo_felironbomb.gifEntropic Mines will no longer spawn as Chief Engineer Ishkar is no longer in charge of his pod.

  • This allows you to have the raid pretty stacked up, with only a group of three ranged players outside to bait the charges from the Felblade Shocktroopers.

You'll now have to deal with the Admirals unique pod ability, which is ability_felarakkoa_feldetonation_green.gif Fusillade.

  • After a charge up time, she will deal a flat burst of fire damage to the entire raid.

  • This damage easily manageable at first, however each subsequent cast will do 25% more damage via the ability_hisek_aim.gif Zeroing Inbuff that the Admiral gains on each cast.

  • This ability acts as the pseudo enrage for the encounter, as the raid needs to defeat the High Command before this ability_felarakkoa_feldetonation_green.gifFusillade damage becomes too high and one shots everyone.

The damage from this ability can be mitigated, not only through the use of defensive cooldowns, but also through the use of Chief Engineer Ishkar's command pods unique ability.

  • This ability will spawn a ability_vehicle_shellshieldgenerator.gif Felshield Emitter at the area you chose in the encounter area.

  • This will create an usable object for any raid member to interact with by right clicking on it.

  • Doing so will create a shield with a 10 yard radius which will reduce all incoming fire damage by 50% for people who are huddled underneath it.

677716.jpg

677719.jpg

677724.jpg

Use Chief Engineer Ishkar's pod
to spawn 
ability_vehicle_shellshieldgenerator.gif Felshield Emitters.

Interact with a single
ability_vehicle_shellshieldgenerator.gif Felshield Emitter when ability_felarakkoa_feldetonation_green.gifFusillade is cast.

Move within the shield to gain
damage reduction against 
ability_felarakkoa_feldetonation_green.gifFusillade damage.



The player within the pod wants to spawn a ability_vehicle_shellshieldgenerator.gif Felshield Emitter on cooldown, making sure to place them near the raid so that they can be used easily.

  • You'll only need 3 ability_vehicle_shellshieldgenerator.gif Felshield Emitter per phase, as ability_felarakkoa_feldetonation_green.gif Fusillade is only cast 3 times per phase.

  • However you'll need to create additional ability_vehicle_shellshieldgenerator.gif Felshield Emitters in advance for the upcoming phase, as you'll have to deal with ability_felarakkoa_feldetonation_green.gif Fusillade cast but you will not have access to Chief Engineer Ishkar's Pod.

  • So place 3 ability_vehicle_shellshieldgenerator.gif Felshield Emitters right next to Chief Engineer Ishkar's pod for the raid to use in phase two, as well as an additional three next to General Erodus' pod on the other side of the room for the raid to use during phase three.

677721.jpg
Place three ability_vehicle_shellshieldgenerator.gif Felshield Emitters near Chief Engineer Ishkar's command pod.
Then place an additional three near General Erodus' command pod.



After 90 seconds of fighting Chief Engineer Ishkar directly, he will ability_warrior_battleshout.gif Assume Command of his pod, safely ejecting any player that is currently inside it. At this moment, General Erodus will leave his pod and begin to fight the raid directly.

Phase Three - Active Boss: General Erodus

677725.jpg
Use the Disruptor Beacon
to destroy 
inv_gizmo_felironbomb.gif Entropic Mines.

In this phase you will no longer have the adds spawning, but you'll now have the inv_gizmo_felironbomb.gifEntropic Mines return as Chief Engineer Ishkar is back in his pod, and you'll continue to have the ability_felarakkoa_feldetonation_green.gif Fusillades from the Admiral. 

General Erodus' command pod gives you the unique ability spell_shadow_demoniccircleteleport.gif Summon Disruptor Beacon.

  • Using this will spawn a beacon wherever you place it in the encounter area for 7 seconds.

  • This beacon will interrupt add spellcasting as well as slow their movement speed.

  • This isn't particularly useful as the adds are likely dead at this point anyway, and no new adds will be spawning during this phase.

  • The player within the pod wants to use the Disruptor Beacons to clear as much of the room as possible.

    • This helps to make space for the raid to move around in, as the room at this point in the encounter has become cluttered.

Aside from this, the raid should continue to stack underneath the ability_vehicle_shellshieldgenerator.gif Felshield Emitters (that were spawned in during phase two) for each ability_felarakkoa_feldetonation_green.gif Fusillade cast, whilst also avoiding any inv_gizmo_felironbomb.gif Entropic Mines that spawn nearby. 

After 90 seconds of fighting General Erodus directly, he will ability_warrior_battleshout.gif Assume Command of his pod, safely ejecting any player that is currently inside it. At this moment, the Admiral will leave her pod and begin to fight the raid directly.

  • The fight will then repeat, continuously cycling through the phases until either the bosses die, or the raid wipes - likely through a ability_felarakkoa_feldetonation_green.gif Fusillade one shotting them.

  • The raid will want to use defensive cooldowns to survive the ability_felarakkoa_feldetonation_green.gif Fusillades that occur later on in the fight, ensuring that the most powerful damage reductions are used for the last few casts.

Role Responsibilities

Tank

Healer

DPS

Command Pod Hijackers - Usually DPS or Healers

All Pods:

  • Maintain the spell_fire_felpyroblast.gif Chaos Pulse debuff on the current active boss.

  • Do not remain in the command pod for longer than 45 seconds. Otherwise you instantly die...

Pod One: Admiral's Pod

Pod Two: Chief Engineer Ishkar's Pod

  • Spawn three ability_vehicle_shellshieldgenerator.gif Felshield Emitter at the Chief Engineer Ishkar's Pod and an additional three at General Erodus' Pod

Pod Three: General Erodus' Pod

Raid Finder Difficulty

Aside from numerical changes, in which the damage from the abilities has been severely reduced, there are no mechanical changes to the Antoran High Command encounter listed in the Dungeon Journal.

Heroic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there is a mechanical change that has been made to the Antoran High Command encounter on Heroic difficulty.

Whenever you leave the pod you gain the spell_shadow_mindsteal.gif Psychic Scarring debuff, which prevents you from reentering for 3 minutes.

  • This lines up perfectly for each time a phase rotates back around. Two players should be assigned per phase to use the command pods and their powerful abilities.

Mythic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there are some mechanical changes that have been made to the Antoran High Command encounter on Mythic difficulty. 

In addition to ability_xavius_tormentingswipe.gif Exploit Weakness, all bosses will now cast inv_gizmo_felironbomb.gif Shock Grenade when fighting the raid directly.

  • This deals moderate damage and applies a 5 second debuff to three random raid members.

  • Once the debuff expires the players and anyone within 8 yards will take a burst of damage and be stunned for 3 seconds.

  • Debuffed players must use the 5 second debuff duration to move to away from other players.

inv_gizmo_felironbomb.gif Shock Grenade explosions can occur at the same time as a ability_felarakkoa_feldetonation_green.gif Fusillade cast.

  • The inv_gizmo_felironbomb.gif Shock Grenade players need to stand underneath the ability_vehicle_shellshieldgenerator.gif Felshield Emitter, whilst ensuring that no other players are nearby.

  • The rest of the raid should be stacked on a single location to give the inv_gizmo_felironbomb.gif Shock Grenade players space to stand in safely.

Throughout the fight Screaming Shrike bat adds will fly in periodically and channel inv_felbatmount.gif Extract Interloper on the player within a Command Pod.

  • If this channel goes through, the player will be removed from the Command Pod.

The player within the pod has the spell_fire_felflamebreath.gif Defensive Countermeasures ability, which will instantly kill a bat.


 

Encounter Overview

677718.jpg
You start with Admiral Svirax. Every 90 seconds a new boss will spawn and the previous will retreat to their
command pod. Move around the encounter area clockwise to follow the spawn sequence.


 

677715.jpg
Interacting with an empty command pod
will allow the player to control it.

Each time a boss is within their pod they gain a unique ability and whilst they are outside the pod they only have one shared ability.

  • As the bosses rotate in and out of the command pods on a 90 second timer in a set order, this forces the raid to deal with different ability combinations at different times.

  • These different boss combinations can be seen as three individual phases.

  • The bosses will continue to cycle through these three phases, each taking their own turn to fight the raid directly, until the end of the encounter.

  • By moving clockwise around the room you will follow the boss spawn rotation, making it easy for tanks to pick up the new active boss; allowing DPS to immediately swap to it.


 


 


 


 

 

 

Edited by Triny(OD)

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Portal Keeper Hasabel

 

Spoiler

 

 

Portal Keeper Hasabel Abilities

677758.jpg
Mini-bosses will spawn on each of the platforms whenever Portal Keeper Hasabel
reaches set health percentages. Players must enter portals to be teleported
to the platforms to kill the mini-bosses before raid damage becomes excessively high.

inv_artifact_dimensionalrift.gif Reality Tear

She'll frequently apply inv_artifact_dimensionalrift.gif Reality Tear to the current tank. This 30 second dot will explode when it expires, dealing a moderate burst of damage to the raid per stack of the debuff.

  • You'll want to keep this debuff low by taunting off each other around 3 stacks, this'll minimise both tank and raid damage.

677754.jpg
spell_shaman_improvedfirenova.gif Transport Portals will spawn
Felblaze Imps. Interrupt
spell_fire_incinerate.gif Fiery Detonation.

spell_shaman_improvedfirenova.gif Transport Portal

Keeping the boss against the wall also helps deal with Felblaze Imps that spawn when she summons a spell_shaman_improvedfirenova.gif Transport Portal.

  • This portal will always spawn close to Hasabel, and it'll spit out some adds in a staggered fashion and then despawn.

  • By having her near the wall, it encourages the imps to be more stacked up.

  • The Felblaze Imps should be picked up by the tank and gathered underneath the boss to allow DPS to efficiently cleave them down.

  • The adds can be crowd controlled in many ways, including stuns, knock-backs, grips, and even hard crowd control such as traps or banishes.

6bf_explosive_shard.gif Collapsing World

On a timer, Portal Keeper will cast 6bf_explosive_shard.gif Collapsing World.

  • She'll spawn a stationary shadow circle on the ground with a 30 yard radius.

  • After a few moments it will explode, dealing a large burst of damage to the raid and near lethal damage to anyone within the circle.

  • Position the boss up against one side of the platform, then as soon as the circle appears you want to drag her to the opposite side of the platform.

  • Ranged players can stand at least 30 yards away from her in a group. This helps the healers keep everyone topped up whilst also minimising the movement ranged players need to do.

  • The damage from 6bf_explosive_shard.gif Collapsing World doesn't require a healing cooldown by itself, but if the inv_artifact_dimensionalrift.gif Reality Tear debuff expires within the same time period then you'll likely want to use one to keep the raid safe.

677751.jpg
Hasabel should be tanked as close to an edge as possible and
moved to the opposite side of the platform when 
6bf_explosive_shard.gif Collapsing World is cast.

ability_bossfelmagnaron_handempowered.gif Felstorm Barrage

Portal Keeper will frequently cast ability_bossfelmagnaron_handempowered.gif Felstorm Barrage.

  • This creates 3 large lines across the room, one after another.

  • After a couple of seconds they will explode sequentially, dealing a big burst of damage and knocking back anyone in the line.

  • Players need to move from these, preferably whilst remaining stacked within their respective ranged or melee camp.

  • Getting hit not only deals unnecessary damage to you but the knock back effect can hit you off the platform, which will kill you.

677752.jpg
ability_bossfelmagnaron_handempowered.gif Felstorm Barrage will cover the majority of the platform.
Run to safe zones (highlighted in blue) to avoid being knocked off the platform.

The Platforms

Although all 3 platforms are accessible via the coloured portals in front of them from the beginning of the fight, there is no need to initially access them.

  • You'll only want to use the portals to send a group of players up when a mini-boss spawns.

The first platform to get a mini-boss is the fire platform. This mini-boss spawns when Portal Keeper Hasabel reaches 90% health.

  • Immediately the raid will take ever increasing ticking damage from the spell_mage_flameorb.gif Empowered Portal: Xoroth.

  • Once the mini-boss on the fire platform has been killed the portal will no longer ramp up in damage and will reset to a smaller flat amount.

The raid wants to split into two teams. One team will go up onto the platform via the portal whilst the other team remains on the main platform with Portal Keeper Hasabel. This is because if Portal Keeper is by herself on the platform, she'll cast achievement_zone_cataclysm.gif Catastrophic Implosion, which will very quickly wipe the raid.

  • It is best to keep one tank, the majority of the healers and good cleave dps downstairs.

  • Try and have the tanks swap just before going up, so the inv_artifact_dimensionalrift.gif Reality Tear stacks on the tank with the Portal Keeper can remain low.

  • Send only 1 healer upstairs. The tank is the only player who is taking any damage on the platform, as the ticking damage from the portal doesn't hurt people on the fire platform.

  • Keeping good cleave DPS behind will help you maintain control over the Felblaze Imps.

You want to send the rest of the raid through the fire portal to deal with the mini-boss Vulcanar.

Vulcanar

He has two casts to interrupt.

  • spell_fire_flameshock.gif Flames of Xoroth will deal a moderate pulse of damage and apply a 5 second dot to all players within 10 yards.

  • achievement_zone_cataclysm.gif Unstable Portal, which only starts to be cast 45 seconds after Vulcanar spawns, deals a large amount damage to all players and buffs the boss and other encounter enemies damage and cast speeds.

  • Interrupting both of these, especially the achievement_zone_cataclysm.gif Unstable Portal is very important. This isn't particularly difficult as you should have a large amount of DPS on the fire platform killing off this mini-boss.

Additionally, players on the fire platform will need to frequently side step out of sha_spell_fire_ragnaros_supernova_nightmare.gif Supernova circles that appear on the ground.

  • A few moments after spawning, these circles will detonate dealing substantial fire damage and knocking up anyone who was stood within its 6 yard radius.

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677761.jpg

677762.jpg

Use the fire portal to gain access to Vulcanar.

Interrupt spell_fire_flameshock.gif Flames of Xoroth
and achievement_zone_cataclysm.gif Unstable Portal.

Move from sha_spell_fire_ragnaros_supernova_nightmare.gif Supernova zones!


 

677755.jpg
An spell_fire_lavaspawn.gif Everburning Flames orb.

On the fire platform there are several fire orbs called spell_fire_lavaspawn.gif Everburning Flames. Running into an orb will absorb it and place a 10 second debuff on the player.

  • This debuff deals ticking damage every 2 seconds, and once it expires the orb will reappear nearby.

  • This orb needs to be taken over to the shadow platform to counter the negative effects of ability_kaztik_dominatemind.gif Mind Fog. This will be explained in the shadow platform section of the guide.

Once Vulcanar has been defeated, the spell_mage_flameorb.gif Empowered Portal: Xoroth will now become a regular spell_mage_flameorb.gif Portal: Xoroth which deals less damage, less frequently.

  • The team on the fire platform should take the portal back to the main platform to continue fighting Portal Keeper Hasabel.

Lady Dacidion

The next mini-boss will spawn when the boss reaches 60% health, and this mini-boss can be accessed via the green portal.

  • At this point the raid will begin to take ever increasing damage from ability_creature_poison_02.gif Empowered Portal: Rancora until the mini-boss has been killed.

  • You'll want to send a similar group of players to go and deal with the mini-boss, however you may want to send an extra healer upstairs, as the healing requirement is a bit higher this time.

  • The mini-boss is Lady Dacidion. Apart from having the same interruptible achievement_zone_cataclysm.gif Unstable Portal cast that Vulcanar had, she has 2 different abilities.

She will frequently cast rogue_leeching_poison.gif Poison Essence.

  • This places a dot all players on the green platform, dealing 10% of their current health each tick over 10 seconds.

  • This means the dot alone will never kill any player as it deals current health percentage based damage, however you'll want to keep players above at least 30-50% health mark for her inv_misc_web_01.gif Felsilk Wrap cast.

inv_misc_web_01.gif Felsilk Wrap is cast on a random DPS player on the green platform. This hits the player for a burst of damage whilst encasing them in a web.

  • This web will stun the player whilst dealing light ticking damage until it is removed. This is achieved by having other players destroy the webbing with their attacks.

  • The group should stack up next to Lady Dacidion to help healers efficiently heal people as well as allowing DPS to quickly cleave and destroy any webs that spawn on players.

Similarly to the fire platform, several green patches hover at the back of the green platform. Running into these will coat the player in spell_nature_corrosivebreath.gif Caustic Slime.

  • This ability serves no purpose on LFR/Normal/Heroic difficulties and should therefore be ignored.

677757.jpg

677753.jpg

677759.jpg

Use the green portal to
gain access to 
Lady Dacidion.

inv_misc_web_01.gif Felsilk Wraps need
to be destroyed.

spell_nature_corrosivebreath.gif Caustic Slime patches
should be ignored,
except on Mythic.


 

677765.jpg
Interrupt Feltouched Skitterer's spell_nature_web.gif Acidic Web cast.

Whilst the group is upstairs dealing with Lady Dacidion, you'll still need to deal with the boss and adds downstairs.

On top of this, both spell_mage_flameorb.gif Portal: Xoroth and ability_creature_poison_02.gif Empowered Portal: Rancora are dealing damage to the players fighting on the main platform.

  • This can make keeping people alive pretty taxing at this point, especially with a healer or two on the green platform.

  • Using a healing cooldown can help cover this damage during this period, especially when inv_artifact_dimensionalrift.gif Reality Tear or 6bf_explosive_shard.gifCollapsing World occur.

Once Lady Dacidion is dead, the group should return to the main platform. The ability_creature_poison_02.gif Empowered Portal: Rancora will now become a ability_creature_poison_02.gif Portal: Rancora which deals less damage, less frequently.

Lord Eilgar

Once Portal Keeper has reached 30% health, the final mini-boss will spawn on the shadow platform.

  • At this point the raid will start taking ever increasing ticking damage from spell_holy_consumemagic.gif Empowered Portal: Nathreza until the mini-boss has been killed.

When you are on the shadow platform, you are surrounded in darkness and cannot target enemies or players further than 8 yards away.

  • However, if you are within 10 yards of the fire orbs from the fire platform, you can see and play just like you usually would.

  • This isn't much of an issue, as you can have the entire group who goes onto the shadow platform stack underneath the mini-boss and fight him that way.

677764.jpg

677763.jpg

Use the shadow platform to
gain access to 
Lord Eilgar.

Stacking under the boss is vital,
otherwise you will not be able to
heal or deal damage.



However, if for any reason it becomes essential that you need to be able to see on the shadow platform, click here for instructions:

Spoiler: Reveal Spoiler

Lord Eilgar has achievement_zone_cataclysm.gif Unstable Portal like the other two mini-bosses, make sure you interrupt it.

  • He'll also occasionally damage players within 20 yards via spell_shadow_soulleech_2.gif Corrupt. This increases damage taken by 15% for 4 seconds.

  • This ability isn't cast frequently enough for the debuff to stack. Therefore stacking under the boss and healing the damage is an ideal way of dealing with this ability.

On top of this he will apply a debuff onto all healers on the shadow platform called spell_shadow_mindsteal.gif Delusions.

  • This debuff will reduce all healing and absorbs done by 100%, whilst also giving you back 2% max mana every second.

  • This debuff lasts for 10 minutes, or until you dispel it.

  • Healers on the platform want to use this to get their mana back, only dispelling the debuff away once they need to start healing again.

    • Therefore you should send healers that have low mana up onto the shadow platform.

Whilst the group is upstairs dealing with Lord Eilgar, you'll still need to deal with the boss and adds downstairs.

  • From this point until the end of the fight, on top of summoning Felblaze Imps and Feltouched Skitterers when she casts spell_shaman_improvedfirenova.gif Transport Portal, she will also summon a couple Hungering Stalkers.

  • These need to be tanked and will occasionally cast ability_warlock_howlofterror.gif Howling Shadows which deals burst of damage to anyone within 60 yards and interrupts them for 6 seconds.

  • This cast needs to be interrupted, as the damage coupled with the interrupt and high ticking damage from the portals will definitely cause the healers to fall behind on raid healing.

  • These adds can also be crowd controlled just like the Felblaze Imps and Feltouched Skitterers.

On top of this, all three portals are dealing damage to the raid, with spell_holy_consumemagic.gif Empowered Portal: Nathreza which is dealing ever increasing damage and reducing the raids damage output by 1% per tick.

  • Keeping people alive during this time is very straining, especially with a healer or two on the shadow platform.

  • Using healing cooldowns and bloodlust will help get through this time as quickly and cleanly as possible.

Once Lord Eilgar is dead, The spell_holy_consumemagic.gif Empowered Portal: Nathreza will now become a spell_holy_consumemagic.gif Portal: Nathreza which deals less damage, less frequently.

  • The shadow platform group should rejoin the rest of the raid and kill Portal Keeper Hasabel as quickly as possible.

Role Responsibilities

Tank

  • Position Portal Keeper Hasabel against one side of the platform. Move her to the other when 6bf_explosive_shard.gif Collapsing World is cast.

  • Taunt off one another when the inv_artifact_dimensionalrift.gif Reality Tear debuff expires, usually around 3-4 stacks.

  • Maintain threat on all adds that spawn from the spell_shaman_improvedfirenova.gif Transport Portal.

  • Move out of the lines created by the ability_bossfelmagnaron_handempowered.gif Felstorm Barrage.

Healer

  • Stand 30-35 yards away from Portal Keeper Hasabel in a group to avoid excess movement when 6bf_explosive_shard.gif Collapsing World is cast.

  • Be prepared to top the raid after the 6bf_explosive_shard.gif Collapsing World cast and when inv_artifact_dimensionalrift.gif Reality Tear expires on the tanks.

  • Move out of the lines created by the ability_bossfelmagnaron_handempowered.gif Felstorm Barrage.

  • Be prepared to out heal a substantial amount of incoming damage when a portal is empowered.

DPS

  • As ranged DPS: Stand 30-35 yards away from Portal Keeper Hasabel in a group to avoid excess movement when 6bf_explosive_shard.gifCollapsing World is cast.

  • As melee DPS: Follow the boss out of the large 6bf_explosive_shard.gif Collapsing World circle as she is dragged across the room.

  • Focus down, crowd control and interrupt all adds that spawn from the spell_shaman_improvedfirenova.gif Transport Portal.

  • Move out of the lines created by the ability_bossfelmagnaron_handempowered.gif Felstorm Barrage.

Platform Players

  • Tanks should always try and leave the main platform just after tank switching for the inv_artifact_dimensionalrift.gif Reality Tear debuff.

  • DPS should try and have some cooldowns available to quickly kill the mini-boss on each platform.

  • Always allow the tank to engage the mini-boss first.

  • On the Fire platform: Vulcanar - 90%

  • On the Fel platform: Lady Dacidion - 60%

    • Interrupt achievement_zone_cataclysm.gif Unstable Portal.

    • Stack underneath the boss to allow the healer to efficiently heal the rogue_leeching_poison.gif Poison Essence.

    • Attack and destroy the webbing around the player targeted by inv_misc_web_01.gif Felsilk Wrap.

    • Healers should keep all players above 35% health to allow them to survive the initial inv_misc_web_01.gif Felsilk Wrap damage.

  • On the Shadow platform: Lord Eilgar - 30%

    • Bloodlust to kill the mini-boss as soon as possible.

    • Interrupt achievement_zone_cataclysm.gif Unstable Portal.

    • Stack underneath the boss to be able to target him, as well as allowing the healer to efficiently heal the spell_shadow_soulleech_2.gif Corruptdamage.

    • Dispel the spell_shadow_mindsteal.gif Delusions debuff when you need to heal, otherwise keep it for as long as possible to benefit from the mana restore.

Raid Finder Difficulty

Aside from numerical changes, in which the damage from the abilities has been severely reduced, there is a couple mechanical change to the Portal Keeper Hasabel encounter.

Portal Keeper Hasabel's spell_shaman_improvedfirenova.gif Transport Portal cast will now only ever summon Felblaze Imps, regardless of how many mini-bosses have been killed.

  • Additionally, the shadow platform no longer has any ability_kaztik_dominatemind.gif Mind Fog, which reduces the range in which players can see and target players and enemies.

Heroic Difficulty

677760.jpg
spell_fire_incinerate.gif Fiery Detonation will quickly wipe
your raid. It must be interrupted!

Alongside numerical changes, in which the damage from the abilities has been increased, there is one mechanical change that has been made to the Portal Keeper Hasabel encounter on Heroic difficulty.

The Felblaze Imps that spawn from the spell_shaman_improvedfirenova.gif Transport Portal will now cast spell_fire_incinerate.gif Fiery Detonation.

  • This interruptible cast will deal a large burst of damage to all players within 100 yards. This will also cause all players hit to take 50% more damage from subsequent spell_fire_incinerate.gif Fiery Detonations for 6 seconds.

  • Although when this is successfully cast it will kill the imp, the damage it deals to the raid is very disruptive and dangerous and therefore the cast must be interrupted.

Mythic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there is several mechanical changes that have been made to the Portal Keeper Hasabel encounter on Mythic difficulty.

Both Lady Dacidion Vulcanar have had abilities changed or added to make the encounter more difficult.

  • Vulcanar now has inv_helm_circlet_firelands_d_01.gif Aegis of Flames. This is a 3 stack debuff which reduces all incoming damage by 90%.

    • To remove the debuff, three players must travel to the fel platform and pick up the green orbs at the back.

    • This will apply spell_nature_corrosivebreath.gif Caustic Slime to them, a 20 second dot which causes them to trigger a spell_nature_corrosivebreath.gif Caustic Detonationwhen it expires.

    • This will deal damage to all players within 10 yards, whilst removing one stack of inv_helm_circlet_firelands_d_01.gif Aegis of Flames if Vulcanar is within 10 yards.

  • Lady Dacidion's rogue_leeching_poison.gif Poison Essence has been replaced by rogue_leeching_poison.gif Leech Essence.

    • This now deals 15% current health damage to the 5 nearest players to her on the platform each tick as a dot over 10 seconds.

    • All damage dealt by this ability heals Lady Dacidion for 5x the amount.

  • To prevent Lady Dacidion from healing, players must travel to the shadow platform and gather an orb at the back which give the player the spell_warlock_demonsoul.gif Cloying Shadows debuff.

    • This reduces all healing received by 50% for 30 seconds. Once the debuff expires it will explode, dealing damage to all players and enemies within 8 yards and applying ability_priest_cascade_shadow.gif Hungering Gloom.

    • This reduces all healing received by 100% for 20 seconds, however this effect is reduced on players.

    • By causing a ability_priest_cascade_shadow.gif Hungering Gloom to explode next to Lady Dacidion, players can make her immune to the healing she receives from rogue_leeching_poison.gif Leech Essence.


 

Quick Tips

  • Overview – Portal Keeper Hasabel commands the portal nexus for the Burning Legion, transporting demons to and from the frontlines.
    At 90% health remaining, Hasabel opens a fiery portal to Xoroth to burn her enemies. Vulcanar arrives through the portal and empowers it until his death.
    At 60% health remaining, Hasabel opens a fel portal to Rancora to liquify her enemies. Lady Dacidion arrives through the portal and empowers it until her death.
    At 30% health remaining, Hasabel opens a shadow portal to Nathreza to confuse the minds of her enemies. Lord Eilgar arrives through the portal and empowers it until his death.


 

 

 

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Eonar the Life-Binder

 

Spoiler

 

 


 

Eonar the Life-Binder Overview

To start the fight you interact with the Essence of Eonar. This will start spawning the waves that you need to battle against for the rest of the encounter.

  • The Paraxis will also be present, flying around overhead whilst sending down damaging spells onto the raid.

  • The objective of the fight is to defeat the Paraxis via killing legion units.

  • Each time you kill a legion unit, it will give Essence of Eonar energy.

  • When she reaches 100% energy, she will cast spell_nature_abolishmagic.gif Life Force, which will deal 25% health to the Paraxis and deal a good chunk of damage to all active adds in the encounter area.

  • This will then reset her energy and the fight will continue from there. You need to have her cast this 4 times to destroy the Paraxis, then you win!

The Adds

Understanding the enemies you'll be fighting throughout the fight is key to your success, as certain adds hold a much higher ranking in your DPS priority.

  • The enemies you'll be fighting can be separated into two different categories, the small adds and the big adds.

Small Adds

  • All of these adds have no abilities. They ignore players and just march on towards the boss.

  • All of these adds can be, and should be, crowd controlled in lots of different ways.

  • Slows, knock backs, grips, displacing spells, stuns and roots even work for a limited time. You need to utilise these effects to stop the legion forces from reaching the Essence of Eonar.

  • If they reach her they'll attack her until either you kill them or they kill Essence of Eonar, at which point you wipe instantly.

    • You are unable to heal the Essence of Eonar, so any damage taken by her will remain until the end of the encounter.

There are four different small adds, each with differing health pools and movement speeds.

  • Fel Lords move slowly but have more health.

  • Felguards move at a normal pace and have a medium amount of health.

  • Fel Hounds move fast but have a smaller health pool.

  • Finally, you'll have Volant Kerapteron bats that have a normal movement speed and health pool, but fly, ignoring the usual routes that adds need to take to get to Essence of Eonar.

    • These bats can be intercepted by ranged DPS when they fly past the middle pathway.

677837.jpg

677835.jpg

677836.jpg

677833.jpg

Fel Lords move slow

Felguards move at a normal pace.

Fel Hounds move fast.

Bats fly, limiting the time you have to attack them.

Big Adds

677841.jpg
The Obfuscator will spell_arcane_prismaticcloak.gif Cloak
nearby adds preventing you from
being able to directly target them.

The big adds have more health and have abilities the raid needs to deal with.

  • The Fel-Charged Obfuscator cannot be tanked or crowd controlled. He will run towards Eonar and whilst doing so he will cause all nearby adds to become untargetable through his constant spell_arcane_prismaticcloak.gif Cloak aura.

    • Players can AoE nearby spell_arcane_prismaticcloak.gif Cloaked adds with targeted spells such as Flamestrike, or you can cleave off of the Obfuscator and onto the adds with spells such as Chain Lightning, but you cannot target them directly with spells.

    • This also means you can crowd control the adds through AoE affects, causing them to fall behind the Obfuscator and therefore fall out of range its spell_arcane_prismaticcloak.gif Cloaking ability.

Whenever the Obfuscator is active, you just want to kill it as soon as possible.

  • If it isn't focused down by your DPS, it'll remain active for a long period of time due to its large health pool and the irritating spell_arcane_prismaticcloak.gif Cloak aura can cause adds to slip by the raid and eventually reach the Essence of Eonar.

The other large add is the Fel-Infused Destructor

677832.jpg
Interrupt the Fel-Infused Destructor's
spell_fire_felflamestrike.gif Artillery Strike.

  • This add needs to be tanked, but this isn't possible initially.

  • The add will move over to set location away from the portal before standing still and then engaging nearby players in melee combat.

  • This means a tank needs to remain nearby to take the melee hits, which will otherwise nearly one-shot non tank players

  • If you do not engage the Destructor in melee combat, it will cast spell_fire_felflamestrike.gif Artillery Mode, which will spew bunch of rockets at the Essence of Eonar, dealing significant damage to her.

  • This add also has a nasty trait where you will not be able to generate any threat on it until he reaches its position.

    • This means that any melee DPS are potentially going to get slapped in the face if they hit him before the tank does.

    • Basically, you need to make sure the tank has threat before engaging the Destructor in melee combat.

Whilst tanking the Destructor, it will occasionally cast spell_fire_felflamestrike.gif Artillery Strike. This will throw a missile at the Essence of Eonar doing a fair chunk of damage.

  • You can interrupt this, and you should, just to make sure the Essence of Eonar stays as healthy as possible.

In most cases, the Obfuscators should be killed first, followed by any nearby small adds and finally the Fel-Infused Destructor should be killed.

  • In larger raid sizes you may wish to spread your DPS into two roles, with strong AoE DPS focusing on little adds, and strong single target DPS focusing on Obfuscators and Fel-Infused Destructors.

The Paraxis

The last enemy you'll be dealing with is the Paraxis, which is flying around overhead. 

677842.jpg
spell_fire_felflamebolt.gif Rain of Fel debuff players must
move away from the raid.

  • This ship cannot be engaged in combat directly by players, instead it will be showering the raid with abilities that they'll need to deal with.

  • It will be dealing small bursts of damage to the raid throughout the fight via its spell_fire_felfire.gif Paraxis Artillery.

  • This forces players to stay in range of healers, as all players will need some healing attention every now and then.

The Paraxis will also cast spell_fire_felflamebolt.gif Rain of Fel, which will debuff a few players.

  • This will mark them with a circle with an 8 yard radius. After a few moments, the player and anyone within their circle will take a nasty burst of damage.

  • There is no way to completely avoid the damage from spell_fire_felflamebolt.gif Rain of Fel. Players instead need to make sure that they move away from other players when they are targeted.

Setting up a rule can help minimise the chances that any extra players take damage from the spell_fire_felflamebolt.gif Rain of Fel.

  • We recommend that if you are targeted, you go towards the edges of whatever path you are on, whilst other players can hang around in the middle.

The Arena

The encounter space plays a key role in the encounter, as players will need to traverse the encounter area to make their way to the adds that spawn.

  • A good way to look at this room is to see that it is just three paths which all lead towards the Essence of Eonar. A lower path, middle path and a upper path.

  • Each of these paths serve as a spawn point for the legion gateways in which all the adds come flooding through, aside from the Volant Kerapteron bats, which have their own portal mid-air next to the upper path.

  • To help you navigate this arena, several jump pads are active.

    • Running onto these will throw your character from one path to another.

677844.jpg


 

677834.jpg
All players have access to
the 
ability_rogue_sturdyrecuperate.gif Surge of Life extra action button.

Additionally, you have access to the ability_rogue_sturdyrecuperate.gif Surge of Life extra action button that you can use with a 30 second cooldown.

  • This will throw you up in the air and allow you to glide around at speed. You can either float down or reuse the extra action button mid-air to jump down to a targeted location.

  • Reusing ability_rogue_sturdyrecuperate.gif Surge of Life is the most efficient form of movement, as you travel much more quickly as you fly back to the ground.

Make use of both the jump pads and ability_rogue_sturdyrecuperate.gif Surge of Life to make sure you get to new portals that spawn, so you can deal with the adds and not become overwhelmed. 

677838.jpg
ability_rogue_sturdyrecuperate.gif Surge of Life allows you to jump
high into the air and glide
on a 30 second cooldown.

Portal Spawn Orders & Strategy

All the portals that spawn throughout the fight do so in the same order and at the same location each and every time you pull the boss.

  • Although you'll only be dealing with a single portal at a time at the beginning of the fight, later stages will have adds spawning from two or more portals that open simultaneously.

  • The raid must be prepared to split into two equal groups, each with a tank, half the healers and an even mixture of DPS.

  • These groups will then have to travel to separate portals to stop the legion forces from reaching the Essence of Eonar.

677840.jpg
New add spawn locations will be displayed on your minimap.

Although the portals spawn on a set timer, this timer will be cut short if the raid has no adds to defeat.

  • This makes giving time-stamps on what portal is spawning next difficult, and therefore the portals should be seen as spawning in an order, rather than at a certain time.

When a portal activates, an icon will appear on the minimap. Alternatively, Boss Mods such as Deadly Boss Mods or Bigwigs will give players advanced notice on which portal is spawning next.

  • Following the icons on the Minimap or instructions given via boss mods should give sufficient information on what portals are coming up, allowing the raid to move in advance and deal with the legion threat.

A table which shows the order in which the portals spawn, what adds spawn with them, and our advice in how to deal with each portal is included here.

 Normal Mode Portal Spawns

Portal #

Portal Location

Small Add Type

Big Add Type

Strategy

1

Middle

Felguards

Destructor

Remain as a single group whilst you kill the adds.

2

Lower

Felhounds

Destructor

Jump down from the middle path to the lower path.

3

Middle

Felguards

Destructor

Use the Extra Action Button or nearby jump pads to return to the middle path.

4

Upper

Fel Lords

Destructor

Use the Extra Action Button to travel from the middle path to the upper path.

5

Lower

Felguards

Obfuscator

Make sure that the DPS follow the Obfuscator and kill it off quickly before switching to the Felguards.

6

Middle

Felguards

Obfuscator

Use the Extra Action Button or nearby jump pads to return to the middle path before having all DPS follow and kill the Obfuscator.

7

Upper

Bats

Destructor

The group should split with Melee DPS focusing on killing the Destructor, whilst Ranged DPS intercept the bats as they travel in range of spells around the middle path. Both groups need to have healers nearby.

8

Lower

Fel Lords

Destructor

Bloodlust! The 9th portal spawns pretty soon after this one and you want the adds to be dead as soon as possible.

9

Middle

Felhounds / Fel Lords

Destructor

Ensure that the Fel Hounds are crowd controlled and killed quickly.

10

Lower

N/A

Destructor

The encounter should end shortly after these adds spawn, as the Essence of Eonar will cast Life Force for the final time.

Role Responsibilities

All Players

  • Be prepared to split into two equal groups when portals spawn in two different locations at the same time.

  • Use the jump pads and the ability_rogue_sturdyrecuperate.gif Surge of Life extra action button to help quickly navigate the encounter area.

Tanks

Healers

  • Ensure the raid is kept healthy by healing the damage from the spell_fire_felfire.gif Paraxis Artillery

  • Spot heal players targeted by the spell_fire_felflamebolt.gif Rain of Fel.

  • Move away from other players when targeted by the spell_fire_felflamebolt.gif Rain of Fel.

  • Help damage and crowd control the adds to prevent them from reaching the Essence of Eonar.

DPS

  • Damage and crowd control the adds to prevent them from reaching the Essence of Eonar.

  • Focus down any Fel-Charged Obfuscators.

  • Move away from other players when targeted by the spell_fire_felflamebolt.gif Rain of Fel.

  • Ensure that you are within range of your healers, to allow them to top up the spell_fire_felfire.gif Paraxis Artillery Damage.

Raid Finder Difficulty

Alongside numerical changes, in which the damage from the abilities has been severely reduced, there are a few mechanical changes to the Eonar the Life-Binder encounter on Raid Finder Difficulty. 

The Paraxis spell: spell_fire_felflamebolt.gif Rain of Fel has been replaced by spell_fire_felrainoffire.gif Meteor Storm.

  • Instead of targeting players, this now causes a few zones to appear in the encounter area.

  • After a few moments, the zones explode, dealing damage to anyone who stands within them.

  • Players should actively move out of these zones to reduce incoming damage.

Two different adds have been removed from the encounter on Raid Finder Difficulty.

Heroic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there is a few mechanical changes that have been made to the Eonar the Life-Binder encounter on Heroic difficulty.

The Paraxis has a new spell: spell_fire_felflamestrike.gif Spear of Doom.

  • This creates a beam of fire that will fixate and chase a nearby player. This leaves fire in its path that deals a large amount of damage to anyone who stands within it.

  • The fire also increases the adds movement speed by 30% whilst they are standing within it.

  • While targeted, you want to kite the fire out of the path of the adds, by having it go along the side of the path rather than the middle.

  • This will help keep the adds as slow as possible.

677839.jpg
When targeted by spell_fire_felflamestrike.gif Spear of Doom, kite it away from the raid and path of any enemies.


 

677843.jpg
Face Fel-Powered Purifiers away from
the raid when 
inv_weapon_halberd17.gif Fel Swipe is cast.
Tank away from any adds.

An additional add will spawn from select portals: Fel-Powered Purifiers

  • Fel-Powered Purifiers need to be tanked. They have a spell_shadow_felarmour.gif Purification aura making all nearby adds immune to all crowd control effects.

  • Tanks want to pick this add up and move it away from any small adds.

The Fel-Powered Purifiers also cast inv_weapon_halberd17.gif Fel Swipe at the tank. This a short range frontal cleave that deals a moderate amount of fire damage to all players hit.

The Fel-Powered Purifiers take the last spot on the DPS priority list, as all other adds should be killed before them.

Mythic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there is a couple mechanical changes that have been made to the Eonar the Life-Binder encounter on Mythic difficulty.

At regular intervals throughout the fight, the Paraxis casts ability_creature_cursed_05.gif Final Doom. If this cast is successful, the Paraxis will kill the entire raid.

  • To interrupt the cast, players must enter the Paraxis by standing on one of the four crystals that spawn next to the Essence of Eonar.

  • Running onto a Crystal will remove it from the encounter. This limits the amount of players that can enter the Paraxis to 4 at any given time.

Once aboard the Paraxis, players must defeat the Paraxis Inquisitor.

  • The Paraxis Inquisitor has 4 abilities which all target players aboard the Paraxis.

    • spell_shadow_unholyfrenzy.gif Mind Blast is an interruptible cast which deals a large burst of damage to one of the players aboard the Paraxis.

    • spell_shadow_shadowwordpain.gif Pain is a dispellable debuff which deals ticking shadow damage every second.

    • ability_druid_twilightswrath.gif Wrack is a interruptible channel which deals ticking damage to all nearby players.

    • ability_xavius_tormentingdetonation.gif Torment is an interruptible channel that will deal damage to all nearby players, however this will be spam cast unless the Inquisitor is engaged in melee combat.

All spells must be interrupted or dispelled to allow the group to survive.

  • The group should consist of three strong single target DPS and one healer, preferably one with an interrupt.

Once the Paraxis Inquisitor has been defeated, players must each interact with one of four coloured crystals. This will deactivate the crystals and interrupt the ability_creature_cursed_05.gif Final Doom cast. 

Each crystal will apply a permanent debuff to a player.

  • The blue crystal will apply priest_icon_chakra_blue.gif Feedback - Arcane Singularity.

    • This causes the player to create a pulse of arcane energy at their location every 25 seconds, interrupting all player spell casts within 10 yards.

    • This player must make sure they are away from all casting players when this pulse of arcane energy triggers.

  • The green crystal will apply priest_icon_chakra_green.gif Feedback - Targeted.

    • This causes the player to always be targeted by the Paraxis abilities.

    • This player will always need to be in range of healers, as they will require extra attention as they'll take a large amount of damage from all of the Paraxis spells.

  • The red crystal will apply priest_icon_chakra_red.gif Feedback - Burning Embers.

    • This causes the player to deal a pulse of damage to themselves and all players within 8 yards every 30 seconds. This will also knock all damaged players into the air.

    • This player will need to ensure that no other players are within 8 yards when this ability goes off.

    • The player will take fall damage upon landing after the knock up. So classes with ways of mitigating fall damage should be first in line to interact with the red crystal.

  • The yellow crystal will apply priest_icon_chakra.gif Feedback - Foul Steps.

    • This causes the player to gain a stacking dot each time they move. The stacks of this dot will drop off over time when the player is stood still.

    • This player needs to stand still as often as possible. During points of high movement, this player will need a large amount of attention from the healer.

  • After all four crystals have been absorbed and the ability_creature_cursed_05.gif Final Doom cast has been interrupted, players must run to the balcony of the Paraxis and use their ability_rogue_sturdyrecuperate.gif Surge of Life extra action button to return to the main encounter area.

The ability_creature_cursed_05.gif Final Doom will cast multiple times per encounter. The raid will need to set up several teams of four players to go and disrupt the Paraxis' cast.


 

Quick Tips

  • Overview – The forces of the Legion will warp in and charge at Eonar's Essence and attempt to destroy her outright. Players must defend Eonar until she can gather her energies and strike back at her attackers.

    • ej-tank.pngTanks – 
      Fel-Powered Purifiers will divert from their path to Eonar to engage players in combat once damaged.
      Fel-Infused Destructors will fire at a much faster rate unless engaged in melee combat.
      Move away from other players when targeted by 
      [Rain of Fel] .

    • ej-dps.pngDamage Dealers – 
      Most creatures are oblivious to your attempts to thwart their advance.
      Many of your crowd-controlling effects will work here.
      Move away from other players when targeted by 
      [Rain of Fel] .
      Kite 
      [Spear of Doom] away from the normal walkways to mitigate its impact on the encounter.

    • ej-healer.pngHealers – 
      Most creatures will not turn to engage players. Instead, the Paraxis will fire off many spells that will damage the raid.
      Move away from other players when targeted by 
      [Rain of Fel] .
      Kite 
      [Spear of Doom] away from the normal walkways to mitigate its impact on the encounter.


 

 

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Imonar the Soulhunter

 

Spoiler

 

Imonar the Soulhunter Abilities

677819.jpg
Imonar will swap platforms each phase. The bridge connecting the platforms will be coated in traps.
You must reach his platform and interrupt 
inv_icon_shadowcouncilorb_green.gif Conflagration.

Phase One: Attack Force

inv_knife_1h_felfireraid_d_01.gif Shock Lance

  • On a timer, the primary tank will be hit by inv_knife_1h_felfireraid_d_01.gif Shock Lance.

  • This deals a big burst of damage and applies a 20 second debuff which increases physical damage taken by 10% per stack.

  • Each individual stack will also cause you to spell_fire_moltenbloodgreen.gif Electrify a unique random raid member every 3 seconds, which deals burst of nature damage to them.

  • You want to taunt off each other each time your debuff drops, to keep incoming tank and raid damage low. This is usually around 3-4 stacks.

677820.jpg
Stand close to inv_gizmo_felironbomb.gif Pulse Grenades to
spawn them close to each other.

inv_gizmo_felironbomb.gif Pulse Grenade

  • The boss will frequently throw out a few inv_gizmo_felironbomb.gif Pulse Grenades at the location of non-tank players.

  • If you stand in these as they land or walk into them afterwards you'll take a burst of nature damage, be knocked back and gain a debuff which increases all nature damage taken by 50% for 20 seconds.

  • Any grenades that you don't run into will stay up forever, meaning that the platform will not just have grenades scattered everywhere by the end of phase one, but they'll also remain there for when you rush back to the platform in phase three.

You want to have these grenades stacked up as cleanly as possible.

  • You can do this by having the ranged players and melee players stack up and move along the edges of the platform each time the grenades spawn.

  • This works fine and is very easy to pull off, but unfortunately the spell_nature_sleep.gif Sleep Canister ability will overlap with inv_gizmo_felironbomb.gif Pulse Grenade spawns.

spell_nature_sleep.gif Sleep Canister

The boss will throw out a debuff onto two raid members. This will sleep them for 20 seconds.

  • When this ability times out, or is dispelled, the player will expel spell_fire_felflamebreath.gif Slumber Gas which will stun all other players within 7 yards for 8 seconds.

  • spell_fire_felflamebreath.gif Slumber Gas is not dispellable.

Players are given a few seconds notice when the spell_nature_sleep.gif Sleep Canister is about to be applied to them.

  • They can use this time to run 8 yards away from their inv_gizmo_felironbomb.gif Pulse Grenade group so they can be safely dispelled.

  • This requires quick reaction times, and if the player is not quick enough they may not get more than 7 yards away from their inv_gizmo_felironbomb.gif Pulse Grenade stack group.

  • In this situation, the inv_gizmo_felironbomb.gif Pulse Grenade stack group must move away from the spell_nature_sleep.gif Sleep Canister player, to allow the healers to safely dispel the spell_nature_sleep.gif Sleep Canister without anyone being touched by the spell_fire_felflamebreath.gif Slumber Gas explosion.

An alternative strategy for these abilities is to have ranged spread out 7 yards from one another, whilst melee players quickly move away from any spell_nature_sleep.gif Sleep Canister players.

  • This will mean the inv_gizmo_felironbomb.gif Pulse Grenades are going to be far more spread, however if you have good damage in this phase you can still transition into phase two with plenty of space for you to use in phase three.

  • Additionally, you can also have players slowly clear them up the inv_gizmo_felironbomb.gif Pulse Grenades by running into them, making sure to let their debuff drop between each soak.

Both of the strategies listed above can work. The best strategy will depend on your raid size and composition.

  • Moving as a single group may benefit a larger raid size as you'll have less space for each player to spread in, whereas smaller raid sizes can have players more easily spread on the platform.

spell_fire_ragnaros_molteninferno.gif Infernal Rockets

Players must remain on Imonar's current platform at all times to avoid being hit by his spell_fire_ragnaros_molteninferno.gif Infernal Rockets.

  • spell_fire_ragnaros_molteninferno.gif Infernal Rockets will instantly fire on players who leave the platform, dealing a large amount of fire damage to them and causing them to take 25% more fire damage for 30 seconds and this effect stacks.

  • This prevents you from preemptively moving along the bridge before the intermission begins.

Once you damage Imonar down to 66% HP, he will enter the first Intermission.

Intermission One: On Deadly Ground

677821.jpg
You must reach Imonar and interrupt inv_icon_shadowcouncilorb_green.gif Conflagration. Avoid his inv_gizmo_felironbomb.gif Pulse Grenades
and 
inv_fabric_felcloth_ebon.gif Stasis Traps whilst running across the bridge.



Upon entering the Intermission, several things will happen within a short time period.

  • Imonar will lose access to his spell_fire_ragnaros_molteninferno.gif Infernal Rockets ability, allowing you to safely step foot onto the bridge.

  • Imonar will raise into the air and fly along the bridge to the other platform.

  • As he does this he will leave several traps along the path.

    • He'll place several inv_gizmo_felironbomb.gif Pulse Grenades which act in the same way as Phase One.

      • If triggered, they will knock back, deal damage and apply a 50% nature damage taken increase for 20 seconds to anyone nearby.

    • He'll also place several inv_fabric_felcloth_ebon.gif Stasis Traps.

      • These deal damage and apply a dispellable stun to all nearby players for 8 seconds when triggered.

677824.jpg
If inv_fabric_felcloth_ebon.gif Stasis Traps completely block the bridge
then have a single player step within it.
Dispel the stunned players afterwards.

The raid will want to navigate along through the maze of explosive traps as they travel along the bridge to reach Imonar.

  • On occasion, the raid may be blocked as several traps create a barrier in which the raid can't pass without triggering a inv_fabric_felcloth_ebon.gif Stasis Trap or inv_gizmo_felironbomb.gifPulse Grenade.

  • In this situation a single player should trigger one of these traps to create a gap for the raid to travel through.

  • If the player triggers a inv_fabric_felcloth_ebon.gif Stasis Trap, the stun should be dispelled by a healer as soon as possible.

  • The player can use damage reductions or immunities to reduce incoming damage, however the stun and knock back effects from either trap will bypass immune spells.

Once Imonar reaches the other platform he will begin to channel inv_icon_shadowcouncilorb_green.gifConflagration. This deals damage and gives Imonar a stacking damage increase which lasts 20 seconds as he is Gathering Power.

  • Once the entire raid is safely across the bridge and on the new platform, the inv_icon_shadowcouncilorb_green.gif Conflagration should be interrupted to prevent the Gathering Power damage increase from stacking too high.

  • It is important that everyone is on the new platform, as Imonar will regain access to his Infernal Rocket ability shortly after entering phase two.

  • Interrupting the inv_icon_shadowcouncilorb_green.gif Conflagration channel will cause the boss to enter phase two.

Phase Two: Contract to Kill

Imonar will lose access to all abilities from phase one, aside from the spell_fire_ragnaros_molteninferno.gif Infernal Rockets ability. He will now have 3 new abilities the raid needs to deal with.

ability_skeer_bloodletting.gif Sever

The primary tank will frequently be hit by ability_skeer_bloodletting.gif Sever. This deals a big burst of damage and applies a stacking 18 second dot.

  • You'll want active mitigation up for the initial hit and then taunt off each other when your debuff drops, usually around 3 stacks.

ability_deathwing_shrapnel.gif Shrapnel Blast

677823.jpg
Stack inv_misc_bomb_02.gif Shrapnel Blast mines like you did
with the 
inv_gizmo_felironbomb.gif Pulse Grenades from phase one.

Imonar will place mines at the location of several players. As the mines appear the raid will take a burst of damage.

  • If the mines are triggered it will deal a burst of raid wide damage, and apply a 30 dot to nearby players.

  • You want the entire raid to group up and move around as a single unit each time the mines get thrown out.

  • Not only does this help maximise space on this platform, but it also allows healers to efficiently heal up the damage the mines deal upon spawning.

    • This strategy unfortunately does run the risk of somebody not moving in time and potentially detonating several mines at once, dealing a large chunk of damage to the raid and applying several dots to anyone nearby.

    • Players just need to be attentive and be ready to move as soon as the mines appear.

ability_mage_firestarter.gif Charged Blasts

On a cast, Imonar will summon 2 small ships at the side of the room.

  • These ships will each cast ability_mage_firestarter.gif Charged Blasts on a player, placing a beam on them.

  • After 7 seconds the ships will fire a line at the player, dealing damage, leaving a 18 second dot and knocking back players who are within the animation.

  • Do note: this hit will pass through the targeted player, not stop at them.

The targeted players need to move out of the group and face the beams away from the raid whilst making sure that the knock back will not hit them off the platform, as this will kill you.

677818.jpg

677814.jpg

When targeted by ability_mage_firestarter.gif Charged Blasts
make sure you move from the raid.

The beam will fire once the debuf
expires. Don't get knocked off the platform!



Once you get the boss to 33%, the second intermission will begin.

Intermission Two: On Deadlier Ground

677822.jpg
In addition to the inv_gizmo_felironbomb.gif Pulse Grenades and inv_fabric_felcloth_ebon.gif Stasis Traps from the previous intermission,
you'll also have 
inv_gizmo_supersappercharge.gif Blastwire and ability_deathwing_shrapnel.gif Shrapnel Blast to avoid.



The boss will now fly back to the first platform. Once again you need to get to him and interrupt his inv_icon_shadowcouncilorb_green.gif Conflagrationbefore the Gathering Power stacks get too high.

  • Just as before, Imonar will no longer use his spell_fire_ragnaros_molteninferno.gif Infernal Rockets during the intermission.

Once again, as Imonar travels across the platform he will scatter even more traps amongst any remaining traps from the first intermission for the raid navigate through.

He'll add inv_gizmo_supersappercharge.gif Blastwires which deal a burst of damage to the raid when triggered and ability_deathwing_shrapnel.gif Shrapnel Blasts that will deal damage and apply a dot to anyone nearby when they are triggered.

  • Additionally, the edges of the bridge are coated in fire. Standing on this fire will debuff the player with spell_fire_incinerate.gif Seared Skin.

  • This deals a burst of damage upon application and causes the player to take 50% more damage for 10 seconds. This effect stacks.

  • You want to avoid running along the sides of the bridge if possible, as the damage taken increase could prove deadly in combination with other mechanics.

This can make navigating your way through the traps pretty difficult, as there will be far less space for the raid to safely move between. 

This is a perfect time for a single player to clear a path for everyone else.

  • That player will need to choose the least disruptive traps to clear up to make your path.

  • inv_fabric_felcloth_ebon.gif Stasis Traps are a good choice because the stun effect can be dispelled, so you can have a single player run into it to clear it and then a healer can just dispel the player and everyone can move on.

As this transition runs the risk of dealing a large amount of raid wide damage due to inv_gizmo_supersappercharge.gif Blastwires, its best that you have a healing cooldown or two available to combat the large amount of incoming damage.

  • Spells such as Tranquillity, Aura Mastery and Revival are great, as you can do a significant amount of healing whilst on the move.

Once the entire raid is safely on the platform, you want to interrupt the inv_icon_shadowcouncilorb_green.gif Conflagration then phase three will begin.

Phase Three: The Perfect Weapon

During this phase, Imonar will use empowered versions of abilities that can be found in phases one and two. 

inv_sword_2h_felfireraid_d_02.gif Empowered Shock Lance works the same way as the standard inv_knife_1h_felfireraid_d_01.gif Shock Lance, except the debuff is now permanent.

  • This not only means the tanks will be taking ever increasing damage, but so will the raid.

  • Tanks still want to taunt off one another to allow the debuff stacks to be evenly split between them, usually every 2 stacks.

  • Due to the ramping damage you take from the ability, it is a good idea to use Bloodlust during this phase to ensure that the boss dies before the raid damage becomes a big issue.

ability_felarakkoa_feldetonation_green.gif Empowered Pulse Grenade will now apply 30 second long debuffs to a few targets, rather than put anything on the ground.

  • These targets will deal pulsing damage to themselves and anyone within 5 yards, as well as knockback anyone who is nearby.

  • These players should stand away from anyone else, as otherwise people will be bouncing all over the place and potentially land in some of the standard inv_gizmo_felironbomb.gif Pulse Grenades that are leftover from phase one.

  • Having ability_felarakkoa_feldetonation_green.gif Empowered Pulse Grenade players at the edge of the room whilst the undebuffed players hang around the middle makes sure that players always have a safe place to stand.

spell_fire_felrainoffire.gif Empowered Shrapnel Blast will bombard the platform with a bunch of small swirly circles. Getting hit by these will deal a nasty burst of damage and apply a permanent dot which stacks.

  • You want to avoid these circles as much as possible. Fortunately there is usually a lot of space between them that you can quickly move to.

677815.jpg

677817.jpg

Move away from other raid
members if debuffed with

ability_felarakkoa_feldetonation_green.gif Empowered Pulse Grenade.

Avoid the spell_fire_felrainoffire.gif Empowered Shrapnel Blast landing zones.

Role Responsibilities

Tanks

  • Taunt off one another when your ability_skeer_bloodletting.gif Sever or inv_knife_1h_felfireraid_d_01.gif Shock Lance stacks drop.

  • Use active mitigation on the application of ability_skeer_bloodletting.gif Severinv_knife_1h_felfireraid_d_01.gif Shock Lance and inv_sword_2h_felfireraid_d_02.gif Empowered Shock Lance.

  • Move away from players afflicted by spell_nature_sleep.gif Sleep Canister

  • Ensure that melee DPS can attack Imonar during phase two as the raid moves around as a single group.

  • Avoid standing within the beams created by ability_mage_firestarter.gif Charged Blasts.

  • Avoid triggering any traps throughout the encounter.

  • When the boss flies to the other platform, follow him and interrupt his channel once all players have arrived.

Healers

  • Dispel players afflicted with spell_nature_sleep.gif Sleep Canister once all other players have moved 7 yards away (10 yards on Heroic).

  • Move away from players afflicted with spell_nature_sleep.gif Sleep Canister.

  • Avoid triggering any traps throughout the encounter.

  • When the boss flies to the other platform, follow him and interrupt his channel once all players have arrived.

  • Stack as a group and move together each time inv_misc_bomb_02.gif Shrapnel Blast is cast during phase two.

  • Ensure that you do not face the ability_mage_firestarter.gif Charged Blasts beam towards the raid.

  • Avoid the spell_fire_felrainoffire.gif Empowered Shrapnel Blast circles during phase three.

  • Move to the edge of the platform if you have the ability_felarakkoa_feldetonation_green.gif Empowered Pulse Grenade debuff during phase three.

  • Be prepared to heal ever increasing raid damage during Intermissions and during phase three.

DPS

  • Move away from players afflicted with spell_nature_sleep.gif Sleep Canister.

  • Avoid triggering any traps throughout the encounter.

  • When the boss flies to the other platform, follow him and interrupt his channel once all players have arrived.

  • Stack as a group and move together each time inv_misc_bomb_02.gif Shrapnel Blast is cast during phase two.

  • Ensure that you do not face the ability_mage_firestarter.gif Charged Blasts beam towards the raid.

  • Avoid the spell_fire_felrainoffire.gif Empowered Shrapnel Blast circles during phase three.

  • Move to the edge of the platform if you have the ability_felarakkoa_feldetonation_green.gif Empowered Pulse Grenade debuff during phase three.

Raid Finder Difficulty

Aside from numerical changes, in which the damage from the abilities has been ability_skeer_bloodletting.gif Severely reduced, there are a couple mechanical changes to the Imonar the Soulhunter encounter.

The spell_nature_sleep.gif Sleep Canister debuff will no longer cause spell_fire_felflamebreath.gif Slumber Gas to trigger when dispelled.

  • Healers should aim to instantly dispel this debuff to allow the afflicted players to rejoin the fight.

inv_gizmo_felironbomb.gif Pulse Grenades no longer apply a 50% nature damage taken debuff.

  • This allows players to soak multiple mines in a row with very little punishment.

Heroic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there are multiple mechanical changes that have been made to the Imonar the Soulhunter encounter on Heroic difficulty.

677816.jpg
Avoid the orbs while traversing the bridge.

The spell_fire_felflamebreath.gif Slumber Gas that triggers when spell_nature_sleep.gif Sleep Canister expires or is dispelled now stuns all other players within 10 yards rather than 7.

  • Players need to make sure they spread more during phase one, or move further away from their groups, depending on what strategy the raid decided to use.

inv_icon_shadowcouncilorb_green.gif Conflagration will now cause orbs to roll down the platform in three lanes.

  • Players must now avoid these orbs in addition to the traps, as the orbs will deal a burst of damage and reduce the players movement speed by 50% if they are hit.

The spell_fire_incinerate.gif Seared Skin debuff which players gain by standing on the fiery edges of the bridge during the intermission now increases damage taken by 75% for 1 minute.

  • It is vital that players do not run into this fire, as the damage taken increase will carry over into the next phase.

ability_felarakkoa_feldetonation_green.gif Empowered Pulse Grenades now last 46 seconds, rather than 30 seconds.

Mythic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there are mechanical changes that have been made to the Imonar the Soulhunter encounter on Mythic difficulty.

Imonar will now switch platforms at 80%, 60%, 40% and 20%, increasing the amount of intermission from two to four.

  • This causes the bridge to become incredibly cluttered with traps and mines, forcing players to find inventive ways of traversing the bridge.

  • This also requires players to better "look after" the platforms. You'll return to each platform multiple times, so it's important that they are kept as clean as possible so that the raid can deal with mechanics efficiently.

No new abilities have been added to mythic difficulty, instead each phase has a different combination of abilities you can find on Heroic difficulty, aside from ability_felarakkoa_feldetonation_green.gif Empowered Pulse Grenade, which now lasts 1.3 minutes rather than 46 seconds. 

Here are a list of abilities for each phase. This section will be updated with strategies once the encounter is first defeated on live servers.

 

Quick Tips

  • Overview – Imonar the Soulhunter is called forth by the Legion to hunt down and capture high priority targets. He starts out utilizing controlling and suppressing effects to defeat his enemies. 
    At 66% health remaining, Imonar backs up to a secondary platform, dropping several traps along the way. He then begins to use more lethal effects on enemies, calling in Legion ships to assist him.
    At 33% health remaining, Imonar leaps back to the primary platform, once more planting traps along the way. His weapons are now empowered and fully operational.

 

Edited by Triny(OD)

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Kin'garoth

 

Spoiler

 

 

Kin'garoth Abilities and Strategy

677782.jpg
During Phase 1 you fight Kin'garoth directly.
In Phase 2 you must kill off as many Fel Reaver adds
as possible before Kin'garoth starts phase 1 once again.

Phase One: Deployment

During Phase One the raid will be fighting Kin'garoth directly. Kin'garoth is stationary in the middle of a circular room. During Phase One he must always be engaged in melee combat, otherwise he'll spam cast spell_shaman_earthquake.gif Shattering Strike, which deals unavoidable damage to the entire raid until he is engaged in melee combat once again. 

The primary tank will frequently be targeted by ability_paladin_hammeroftherighteous.gif Forging Strike

  • This hits the primary tank and anyone within 5 yards of them for a large amount of physical damage, whilst also applying a debuff which increases the damage you take from ability_paladin_hammeroftherighteous.gif Forging Strike by 200% for 20 seconds.

  • The tank wants to make sure they take this hit alone, using damage reductions for each of the hits.

  • The tanks need to taunt off each other when their debuffs drop, usually around 2 stacks.

677781.jpg
Keep away from any Detonation Charge
before a 
spell_fire_flametounge.gif Reverberating Strike is cast.

The raid will need to be spread 5 yards for spell_fire_flametounge.gif Reverberating Strike.

  • This will deal a burst of damage to a random non-tank player and anyone within 5 yards, whilst also leaving a small Detonation Charge on the ground.

  • This Detonation Charge is permanent, and will pulse out damage to anyone within 5 yards each time a spell_fire_flametounge.gif Reverberating Strike is cast.

  • Players need to keep an eye on their feet and make sure that they do not stand on these charges, especially when spell_fire_flametounge.gif Reverberating Strike is due to be recast.

You'll need to keep an eye on the boss when spell_fire_felflamebreath.gif Ruiner is cast.

  • After a short charge up time the boss will send out a large beam fel energy, dealing a huge amount of ticking damage to anyone who stands within it.

  • He'll then rotate either left or right, moving the spell_fire_felflamebreath.gif Ruiner beam along with him.

  • The boss does face the direction he is going to initially cast the spell, so you need to see where which direction he is facing and move far out of the way whilst being prepared to keep running if he rotates towards you.

677784.jpg
Any player caught by spell_fire_felflamebreath.gif Ruiner is likely dead.
It's vital you identify which direction the spell is being cast
in before the channel begins.


 

677780.jpg
inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs should be soaked at the point
furthest from the raid to minimize raid damage.

Throughout the phase the boss will frequently spawn a inv_icon_shadowcouncilorb_purple.gif Diabolic Bomb at a random location in the encounter area.

  • This orb will start to roll around the boss at a fixed distance.

  • If you run into an orb it will explode, dealing heavy shadow damage to the entire raid, however this damage drops off with distance.

    • You'll want to have the off tank be on one side of the boss whilst the rest of the raid is on the other.

    • That tank can then soak each of the orbs on that side, making sure that the raid is healthy enough to survive the incoming damage before soaking the orb.

The inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs will remain in the encounter area until you either soak them and cause them to explode, or until the boss dies.

  • Therefore you could, in theory, not soak any inv_icon_shadowcouncilorb_purple.gif Diabolic Bomb and instead dodge them throughout the fight.

  • This isn't a great idea, as you need to move a fair amount and be spread for certain abilities. You'll eventually be overrun and have a ton of orbs that will limit your movement.

  • By soaking them frequently, preferably before the next orb spawns in, you make sure that you'll never be overrun. You'll always have the space you need to deal with other abilities in the encounter.

Phase Two: Construction

677776.jpg
Dodge inv_ember.gif Apocalypse Blast zones!

Each time Kin'garoth reaches 100% energy, he will transition into phase two. This will cause him to lose all his energy, which he will once again start regenerating at a steady pace. 

Kin'garoth will immediately channel spell_fire_felfireward.gif Apocalypse Protocol, which reduces the damage he takes by 99% during this 40 second channel. During this channel he will no longer cast any abilities from phase one, instead he will cast two new abilities.

  • The raid will be taking unavoidable ticking damage via his spell_fire_selfdestruct.gif Flames of the Forge.

    • Healers need to ensure that they pay attention to all players within the raid to combat this heavy damage.

    • Healers may wish to use healing cooldowns in this phase to help alleviate some of the stress from this damage.

  • Kin'garoth will also spawn inv_ember.gif Apocalypse Blast zones.

    • These zones appear in the encounter area and explode after a few moments, dealing a large burst of damage to all players within them.

    • Players need to dodge these zones as best they can, to avoid taking unnecessary damage.

Kin'garoth will also open up three small rooms which are spread evenly around the encounter walls.

  • Each of these rooms will have a Fel Reaver add inside which is dormant as it is inv_eng_gearspringparts.gif Initializing over 30 seconds.

  • This increases the damage they take by 3% per stack. The ability starts at 30 stacks and 1 stack is removed per second.

  • Once the debuff has expired, the Fel Reaver add will activate and the raid will need to deal with it directly.

677779.jpg
You should aim to defeat two Fel Reavers
before Kin'garoth's 
spell_fire_felfireward.gif Apocalypse Protocol
channel has completed.

Ideally you do not want to have to deal with three active Fel Reavers at once. The group should be able to kill two of them off before they activate.

  • To do this, you want to split the raid into two equal groups, and assign them each to kill one Fel Reaver.

  • After the groups have killed their Fel Reaver, they need go over and regroup at the final Fel Reaver room and kill it as soon as possible.

  • By this time the final Fel Reaver will activate, so you'll have to deal with their abilities.

Types of Fel Reavers

There are three different types of Fel Reavers that are present in the encounter. All of them need to be tanked when activated and each have their own special ability. 

The Garothi Demolisher will cast spell_shadow_shadesofdarkness.gif Demolish.

  • This places a debuff on a couple members of the raid.

  • After the debuff expires, it will deal shadow damage split between all players nearby, whilst also leaving a debuff which increases the shadow damage you take by 100% for 4 seconds.

  • The debuffs have different durations, ranging from 10-6 seconds, and therefore expire in a staggered way.

  • You want to make sure that a different group soaks each debuff, as the shadow damage taken increase can make the second debuff explosion deadly.

677778.jpg
Players afflicted with spell_shadow_shadesofdarkness.gif Demolish should not stack on one another. Players not with the debuff should help soak to split the damage.



The Garothi Annihilator will cast inv_misc_missilesmall_red.gif Annihilation.

  • This will make a few zones in the encounter area. After a short while an orb will explode on the location dealing a flat burst of damage to the entire raid.

  • If a player stands within the zone as it explodes, they'll take the damage instead.

  • You want to send a single player to soak each zone. The zone explosion does not do split damage, so there is no point having multiple people in a zone.

677775.jpg
A single player must soak inv_misc_missilesmall_red.gif Annihilation zones before an orb lands in them.



The Garothi Decimator will cast ability_mage_firestarter.gif Decimation

  • This will place ability_mage_firestarter.gif Decimation debuffs on a few players.

  • After the debuff times out, the players will spawn a large circle on the ground.

  • Moments later this circle will explode, dealing a flat amount of damage to the raid and a much larger amount of damage to anyone within the circle.

  • You want to have all debuffed players move away from the group to place the circles in safe locations.

  • To make this easier it may be best to have the raid as close to the add as possible, just to make sure that the players afflicted with ability_mage_firestarter.gif Decimation always have somewhere safe to go.

677777.jpg
Players must move from ability_mage_firestarter.gif Decimation zones. Players circled in green have done a good job. Players in red are going to be hit.



40 seconds after entering phase two, Kin'garoth will finish channeling spell_fire_felfireward.gif Apocalypse Protocol and the rooms will reseal.

  • Any players still within these rooms will be instantly killed, so ensure that everyone has left!

You will now reenter phase one with whatever Fel Reaver adds that are still alive.

  • At this point all DPS want to be killing off the add as soon as possible to try and bring the encounter back under control, whilst still dealing with Kin'garoth's direct attacks.

  • To increase overall damage for the DPS, the Fel Reaver tank should position the Fel Reaver right next to Kin'garoth to allow spells to cleave between the two enemies.

Once the Fel Reaver has been killed, the fight will return to normal until the boss reenters phase two again.

  • The first phase one is substantially shorter than subsequent phase ones, as Kin'garoth starts the encounter on 75 energy in comparison to the 33 energy he leaves phase two on.

Add Rotation

The adds that the raid will get to choose between during phase two are in a set order and spawn in the same rooms. This doesn't change from pull to pull. [Map Pic of each room, showing which add we kill]

The raid wants to ensure that they are already split into two evenly sized groups that are both waiting outside the room of the add they are assigned to kill.

First Rotation
During the first phase two, you'll have one Demolisher spawn in the north western room and one Decimator spawn in the south western room. 

Second Rotation

During the second phase two, you'll have a Demolisher spawn in the eastern room and one Annihilator spawn in the north western room.

Third Rotation

During the third phase two, you'll have one Decimator spawn in the south western room and one Demolisher spawn in the eastern room.

679711.jpg

679712.jpg

679713.jpg

The First Add Rotation

The Second Add Rotation

The Third Add Rotation



After the third phase two, the boss should be very close to death. This is helped as each time an add dies it triggers spell_fel_incinerate.gifFeedback Overload, which deals damage equal to 6% of Kin'garoth's health, which speeds up the encounter.

Role Responsibilities

Tanks

  • In Phase One:

    • Use active mitigation and be 5 yards away from any other player for the ability_paladin_hammeroftherighteous.gif Forging Strike hit.

    • Taunt off one another once your ability_paladin_hammeroftherighteous.gif Forging Strike debuff drops, usually around 2 stacks.

    • The off tank should stand on the other side of the boss and soak inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs when the raid is healthy enough to survive the damage.

    • Move out of the way of the spell_fire_felflamebreath.gif Ruiner beam as the boss rotates.

  • In Phase Two:

    • Help damage the add that you have been assigned to.

    • Avoid standing in inv_ember.gif Apocalypse Blast zones.

    • Leave the rooms the Fel Reaver adds spawn in before the phase ends to avoid being instantly killed!

  • When adds are active:

    • When the remaining add activates, tank it next to the boss whilst the other tank re-engages Kin'garoth directly.

    • Help spread the damage from a single spell_shadow_shadesofdarkness.gif Demolish debuff.

    • Move away from the ability_mage_firestarter.gif Decimation zones.

    • Stand in any nearby inv_misc_missilesmall_red.gif Annihilation zones. Only one player is needed to soak each zone.

Healers

  • In Phase One:

    • The tank will take heavy damage when taking the second ability_paladin_hammeroftherighteous.gif Forging Strike hit in a row.

    • Spread 5 yards and do not stand in any Detonation Charges when spell_fire_flametounge.gif Reverberating Strike is cast.

    • Stand on one side of the boss with the raid, whilst the off tank soaks inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs on the other side of the boss.

    • Avoid getting hit by the inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs!

    • Ensure the raid is healthy before a inv_icon_shadowcouncilorb_purple.gif Diabolic Bomb is soaked.

    • Move out of the way of the spell_fire_felflamebreath.gif Ruiner beam as the boss rotates.

  • In Phase Two:

    • Have the healers spread between the two groups to ensure that all players receive healing to combat the damage from spell_fire_selfdestruct.gif Flames of the Forge.

    • Avoid standing in inv_ember.gif Apocalypse Blast zones.

    • Leave the rooms the Fel Reaver adds spawn in before the phase ends to avoid being instantly killed!

  • When adds are active:

    • Help spread the damage from a single spell_shadow_shadesofdarkness.gif Demolish debuff.

    • Move away from the ability_mage_firestarter.gif Decimation zones.

    • Stand in any nearby inv_misc_missilesmall_red.gif Annihilation zones. Only one player is needed to soak each zone.

DPS

  • In Phase One:

    • Spread 5 yards and do not stand in any Detonation Charges when spell_fire_flametounge.gif Reverberating Strike is cast.

    • Stand on one side of the boss with the raid, whilst the off tank soaks inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs on the other side of the boss.

    • Avoid getting hit by the inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs!

    • Move out of the way of the spell_fire_felflamebreath.gif Ruiner beam as the boss rotates.

  • In Phase Two:

    • Have the DPS split in half, with each half attacking the add the raid has chosen to kill first.

    • Once the add is dead, regroup and start killing off the remaining add.

    • Avoid standing in inv_ember.gif Apocalypse Blast zones.

    • Don't bother attacking the boss as he is taking 99% less damage during phase two.

    • Leave the rooms the Fel Reaver adds spawn in before the phase ends to avoid being instantly killed!

  • When adds are active:

    • Focus on killing the Fel Reaver add over the boss.

    • Help spread the damage from a single spell_shadow_shadesofdarkness.gif Demolish debuff.

    • Move away from the ability_mage_firestarter.gif Decimation zones.

    • Soak inv_misc_missilesmall_red.gif Annihilation zones that spawn in the encounter area. Only one player is needed to soak each zone.

Raid Finder Difficulty

Aside from numerical changes, in which the damage from the abilities has been severely reduced, there is a couple mechanical change to the Kin'garoth encounter on Raid Finder Difficulty.

The spell_fire_flametounge.gif Reverberating Strike will no longer leave a Detonation Charge after the hit has landed.

  • This frees up a lot of room in the encounter are for players to stand in.

The damage dealt to the boss when the Fel Reaver adds die is increased to 12% up from 6%.

  • This will drastically reduce the duration of the encounter. If raid DPS is solid, then it is likely the raid will only have to deal with phase two twice.

Heroic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there is few mechanical changes that have been made to the Kin'garoth encounter on Heroic difficulty.

When inv_icon_shadowcouncilorb_purple.gif Diabolic Bomb is cast; three orbs will spawn, rather than just one.

  • This forces the raid to take far more damage, as the off tank needs to absorb orbs more frequently to ensure that new Diabolic Orbs do not spawn whilst old orbs are still active.

  • Healers should consider having a healing cooldown available to top the raid during these soaking sessions to ensure that the off tank can keep up a good pace of soaking orbs.

You will now have to deal with three Fel Reavers during each phase two, rather than only two. 
It is unlikely that the raid will be able to kill all three Fel Reavers before they activate, therefore the group should split into two groups and each kill a Fel Reaver before regrouping at the final Fel Reaver room to kill it as soon as possible.
The adds that the raid will get to choose between during phase two are in a set order and spawn in the same rooms. This doesn't change from pull to pull. 

First Rotation
During the first phase two, you'll have one Demolisher, one Annihilator and one Decimator

  • Here you get to choose which add you dislike the least and kill off the other two first.

  • We recommend first killing off the Demolisher and the Annihilator, as we feel that the Decimator's abilities are the easiest to deal with.

Second Rotation

During the second phase two, you'll have a Demolisher and two Annihilators.

  • We recommend first killing off the Demolisher and one Annihilator, as the Demolisher's abilities cause more issues than the Annihilators.

Third Rotation

During the third phase two, you'll have two Decimators and one Annihilator.

  • We recommend killing off the Annihilator and one Decimator.

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The First Add Rotation

The Second Add Rotation

The Third Add Rotation



The damage dealt to the boss when the Fel Reaver adds die is reduced to 4% down from 6%.

Mythic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there is several mechanical changes that have been made to the Kin'garoth encounter on Mythic difficulty.

Kin'garoth has gained the ability_demonhunter_empowerwards.gif Weapons Upgrade mechanic. This will empower one of his Phase One abilities depending on which Fel Reaver add is killed last during phase two. 

Killing the Annihilator last empowers his spell_fire_felflamebreath.gif Ruiner with inv_misc_missilesmall_red.gif Ruination.

  • This causes multiple inv_misc_missilesmall_red.gif Annihilation style zones to appear.

  • These need to be soaked before they detonate after a few seconds, otherwise the raid will be subjected to a ability_warlock_backdraftgreen.gifRuination Blast, likely wiping them.

Killing the Decimator last empowers spell_fire_flametounge.gif Reverberating Strike with ability_mage_firestarter.gif Reverberating Decimation.

  • This causes multiple members of the raid to deal heavy splash damage to all players within 10 yards.

  • Players will need to spread 10 yards each time spell_fire_flametounge.gif Reverberating Strike is cast to ensure that multiple splash damages dont instantly kill somebody.

Killing the Demolisher empowers inv_icon_shadowcouncilorb_purple.gif Diabolic Bomb with spell_shadow_shadowfury.gif Demolished.

  • This causes the entire raid to become debuffed when inv_icon_shadowcouncilorb_purple.gif Diabolic Bomb is detonated, increasing the shadow damage taken by 100%.

  • This is by far the worst ability_demonhunter_empowerwards.gif Weapons Upgrade. It forces the raid to avoid all inv_icon_shadowcouncilorb_purple.gif Diabolic Bombs from this point onwards, as the increased shadow damage will quickly wipe the raid if an orb is accidentally soaked.

If the raid ever kills the same Fel Reaver last over the course of the fight, the boss will gain a stack of spell_warlock_demonicempowerment.gif Overcharge, which increases his damage done by 25% for the rest of the fight.

  • This is likely to wipe the raid, as the damage from the abilities will either start instantly killing people, or the incoming damage will be so high that the healers cannot keep up.

  • Therefore the raid will need to kill a different Fel Reaver add last in each phase, or have to deal with the increased damage the boss deals.

Quick Tips

  • Overview – Kin'garoth alternates between his Construction and Deployment phases, creating Fel Reavers to fuel the Legions war machine.
    Upon reaching 100 energy, Kin'garoth enters the Construction phase and casts 
    [Apocalypse Protocol] , which begins building 3 Fel Reavers while the automated defenses of his work shop rain death upon his enemies. 
    During the Deployment phase, Kin'garoth joins his creations in combat until he regains enough energy to activate Apocalypse Protocol and enter his Construction phase.

 

 

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Varimathras

 

Spoiler

 

 

Varimathras Abilities

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Normal mode positioning. Remain
stacked to prevent 
spell_shadow_shadesofdarkness.gif Alone in the Darkness
and spell_shadow_painandsuffering.gif Torment of Shadows from occurring.

Whenever a player takes shadow damage, during any point in the encounter, they'll receive a 7 second debuff called ability_warlock_soulswap.gif Misery.

  • This prevents you from receiving any healing effects and also increases the physical damage you take by 200%.

  • Note: Absorbs and "health share" spells such as spirit link will still work on targets afflicted with ability_warlock_soulswap.gif Misery.

  • Fortunately, the majority of the shadow damage that you can take during the encounter is avoidable. Having good group coordination and personal play should allow you to avoid ability_warlock_soulswap.gif Misery all together.

Torments of Shivarra

The healing reduction from ability_warlock_soulswap.gif Misery is problematic as the raid will constantly taking ticking damage throughout the fight via ability_mage_livingbomb.gif Torment of Flames.

  • This will deal minor fire damage to the raid every second for 6 minutes.

  • After 6 minutes this ability will be replaced by spell_shadow_painandsuffering.gif Torment of Shadows, which deals light ticking shadow damage to the entire raid every second.

  • This acts as the strict enrage for the fight, as the entire raid will be given ability_warlock_soulswap.gif Misery through the shadow damage aspect of the ability.

Whenever any player isn't within 8 yards of somebody else, the boss will cast spell_shadow_shadesofdarkness.gif Alone in the Darkness on them.

  • This deals a burst of shadow damage to that player, which will apply ability_warlock_soulswap.gif Misery.

  • Throughout the fight you want the entire raid to be stacked, aside from the tanks who need to stand next to one another, to prevent any spell_shadow_shadesofdarkness.gif Alone in the Darkness casts from going through.

spell_shadow_shadowfiend.gif Shadow Strike

The tanks need to taunt off each other each time the boss reaches 100% energy and casts spell_shadow_shadowfiend.gif Shadow Strike.

  • This will cause Varimathras will deal large amount of shadow damage to the primary tank.

  • The tank needs to use active mitigation to counter this burst of damage, whilst the other tank taunts, as the spell_shadow_shadowfiend.gifShadow Strike target is now afflicted with ability_warlock_soulswap.gif Misery.

  • The tanks will need to continue taking turns at getting hit by the spell_shadow_shadowfiend.gif Shadow Strike, whilst standing within 8 yards of one another to keep the spell_shadow_shadesofdarkness.gif Alone in the Darkness casts at bay.

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The raid must remain stacked at all times to prevent spell_shadow_shadesofdarkness.gif Alone in the Darknessand ability_warlock_soulswap.gif Misery from occurring.

Move as a group to the opposite side of the boss when spell_shadow_shadowfury.gif Dark Fissures spawn.

spell_shadow_shadowfury.gif Dark Fissure

On a timer, 3 spell_shadow_shadowfury.gif Dark Fissures will spawn underneath the location of random players, one after another.

  • These deal shadow damage every 3 seconds for 6 seconds. After this they explode, dealing a large burst of shadow damage to anyone within them.

  • As these spawn they have a few moments delay before they do their first tick.

  • You want the entire raid stacked on one side of the boss and soon as the first spell_shadow_shadowfury.gif Dark Fissure spawns you want to move as a group to the other side of the boss.

  • This will prevent anyone from taking any damage from spell_shadow_shadowfury.gif Dark Fissures, whilst ensuring the group remains stacked up to prevent any spell_shadow_shadesofdarkness.gif Alone in the Darkness casts.

ability_rogue_deadlymomentum.gif Marked Prey

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ability_rogue_deadlymomentum.gif Marked Prey players will be targeted by a pink arrow.

On a separate timer you'll have to deal with ability_rogue_deadlymomentum.gif Marked Prey. This does not overlap with spell_shadow_shadowfury.gif Dark Fissures.

  • This marks a random non-tank player, and after 5 seconds the boss will send out a shadow version of himself in the direction of that player.

  • This shadow version acts as a projectile, that will be absorbed by the first player that it contacts.

  • This deals a burst of shadow damage and knocks that player back.

To deal with this you should have a mobile melee DPS, such as a Rogue, Demon Hunter or Warrior, take this hit. They can then use their mobility to counter the knock back, which ensures they are never more than 8 yards away from any other player.

  • The raid should stand a few yards away from the boss to ensure that the desired player can easily soak the hit from this ability.

If you are unable to have a player cheese the hit with a mobility spell, then you'll want to have the raid spread out in a line directed away from the boss.

  • This will allow the player absorbing the projectile to be knocked back through the line of players.

  • This ensures that this player will never be vulnerable to an spell_shadow_shadesofdarkness.gif Alone in the Darkness hit.

There are no overlaps in abilities that cause any issues. The first minute of the fight plays out in the exact same way as the next five. 

Summary:

  • Oscillate between the two set points on either side of the boss for the spell_shadow_shadowfury.gif Dark Fissures

  • Have a player soak the ability_rogue_deadlymomentum.gif Marked Prey

  • Tanks taunt off one another when spell_shadow_shadowfiend.gif Shadow Strike is cast then the boss will pose no issues for the raid.

Role Responsibilities

Tank

  • Always stand within 8 yards of your tanking partner.

  • Keep the boss still throughout the fight.

  • Use active mitigation and taunt off one another when spell_shadow_shadowfiend.gif Shadow Strike is cast.

  • Ensure that you will not get hit by the ability_rogue_deadlymomentum.gif Marked Prey projectile.

Healer

  • Stack as a raid and move from one side of the boss to the other each time spell_shadow_shadowfury.gif Dark Fissures spawn.

  • Heal up the ticking damage from the Torments of Shivarra.

  • Players with spell_shadow_painandsuffering.gif Torment of Shadows cannot receive direct healing, although absorbs and spirit link works.

  • Stack as a raid and move from one side of the boss to the other each time spell_shadow_shadowfury.gif Dark Fissures spawn.

  • Ensure that a mobile melee DPS soaks the ability_rogue_deadlymomentum.gif Marked Prey projectile and uses a spell to counter the knock back.

  • Kill the boss before the 6 minute enrage.

Raid Finder Difficulty

Aside from numerical changes, in which the damage from the abilities has been severely reduced, there is one major mechanical change to the Varimathras encounter on Raid Finder difficulty. 

On Raid Finder difficulty ability_warlock_soulswap.gif Misery has been removed, allowing players to be far more reckless with their intake of shadow damage.

  • Players should still continue to follow the strategies described above, as this is the best way of avoiding unnecessary damage.

Heroic Difficulty

Alongside numerical changes, in which the damage from the abilities has been increased, there are several mechanical changes that have been made to the Varimathras encounter on Heroic difficulty.

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Heroic mode positioning.
Note the locations for players afflicted with 
spell_deathknight_necroticplague.gif Necrotic Embrace.
Note the new tank positioning to deal with 
spell_shadow_shadowfiend.gif Shadow Strike.

The ticking damage received via the Torments of Shivarra changes every 2 minutes.</