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ToS guide to raiding Tomb of Sargeras raid has 9 bosses, in this guide were gonna cover how to do each boss for your roll (Dps, Heals, Tank), i am also going to include a video of each raid encounter for everyone to watch. So far we have done amazing, but were lacking on some mechanic skills that we need going forward. Please if you have questions ask them, i would rather you ask now, instead of being unclear later :) Okay onto the first Boss; Goroth Above is the FatBoss guide, please watch it. Now let's go over his abilities: Infernal Spike; Goroth will mark the location of three random ranged players. Shortly afterwards pillars will erupt out of these locations, dealing damage and knocking back anyone nearby. Ranged players need to remain loosely stacked in the middle of the room as it is important that these pillars spawn close to one another to deal with both the Shattering Star and Infernal Burning. Shattering Star; Goroth marks a random non-tank player and points an arrow towards them. After 6 seconds Goroth sends a large fireball to that player. This fireball knocks-back and deals damage to anyone it hits along its path. Once it has reached the marked target, it deals huge raid wide fire damage. The amount of damage this final explosion deals is reduced by each pillar it hits and destroys along the way. To ensure the Shattering Stars damage is brought down to survivable levels, you want the fireball to pass through at least one pillar. However hitting two-three pillars is ideal, as it will bring the damage even lower. Infernal Burning; Goroth has an energy bar which slowly fills throughout the fight, once he has reached maximum energy he will begin to cast Infernal Burning. To ensure every player can get to a pillar quickly, you want: The ranged players loosely stacked up in the middle of the room Goroth to be positioned about 15-20 yards away from the ranged camp The melee players stacked at the side of Goroth that is closest to the middle of the room Crashing Comet; Goroth will mark 3 random non-tank players with Crashing Comet. After 4 seconds, a comet will land on those players, dealing moderate fire damage to anyone within 10 yards. This damage also destroys pillars. The Crashing Comet will also leave a 15 second dot to all players hit. Healers need to keep an eye on these players Players afflicted with this debuff need to move 10 yards away from pillars and any other player. Burning Armor; Goroth will mark the current tank with Burning Armor. This debuff deals heavy ticking fire damage every 2 seconds for 6 seconds. Once the debuff expires the player will explode, dealing a burst of fire damage to anyone within 10 yards. This explosion also destroys pillars! Anyone hit by the fire damage (including the tank) will receive the Melted Armor debuff which increases all damage taken by 100%. Melted Armor; The afflicted tank wants to move 10 yards away from any pillars or other players to safely explode. The other tank needs to taunt when the debuff is applied, to allow the tank to move without harming Goroth's positioning. The undebuffed tank will then want to keep Goroth until a new Burning Armor is applied, at which point the initial tank can taunt back. Strategy Summary Positioning recommendations Tank Goroth 15-20 yards away from the centre of the encounter area to ensure he doesn't destroy any Infernal Spike pillars by walking near them. Tanks need to swap on the application of Melted Armor. The afflicted tank then needs to move 10 yards away from the group and any pillars to explode safely. Ranged players should loosely group around the centre of the encounter area, to keep the Infernal Spike pillars close together. The player targeted by the Shattering Star needs to ensure it knocks over at least 1 pillar on the way to bring the raid wide damage down to survivable levels Everybody needs to stand behind a Infernal Spike pillar when the boss casts Infernal Burning Players targeted by Crashing Comet need to move away from pillars and other players Ranged players need to ensure that pillars spawn in all four quarters of the encounter area, to ensure that pillars will be available regardless of where the Fel Eruption spawns (Heroic Only) Tank Responsibilities Tank Goroth 15-20 yards away from the centre of the encounter area to ensure he doesn't destroy any Infernal Spike pillars by walking near them Swap on the application of Melted Armor. The afflicted tank then needs to move 10 yards away from the group and any pillars to explode safely Stand behind a Infernal Spike pillar when the boss casts Infernal Burning Healer Responsibilities Loosely group around the centre of the encounter area, to keep the Infernal Spike pillars close together If targeted by the Shattering Star, you need to ensure it knocks over at least 1 pillar on the way to bring the raid wide damage down to survivable levels Use healing cooldowns for when the Shattering Star explodes If targeted by Crashing Comet. you need to move away from pillars and other players Stand behind a Infernal Spike pillar when the boss casts Infernal Burning DPS Responsibilities Ranged DPS need to loosely group around the centre of the encounter area, to keep the Infernal Spike pillars close together Melee DPS should stack at the side of the boss that is closest to the centre of the encounter area If targeted by the Shattering Star, you need to ensure it knocks over at least 1 pillar on the way to bring the raid wide damage down to survivable levels If targeted by Crashing Comet. you need to move away from pillars and other players Stand behind a Infernal Spike pillar when the boss casts Infernal Burning Heroic Difficulty only Aside from abilities dealing more damage in comparison to Normal Difficulty, there are a couple mechanical changes to the Goroth encounter on Heroic difficulty. The Melted Armor left behind by the Burning Armor tank debuff now increases damage taken by 200% rather than 100%, and also deals damage to players in a slightly larger radius. Tanks need to ensure they move further away to avoid exploding on any pillars or other players Tanks also may want to save movement speed increases for when the Burning Armor and the Infernal Burning abilities overlap to make sure they can get behind a pillar after their Burning Armor expires. The lava pools in each corner of the encounter area will takes turns at erupting. Shown as balls of fire bursting out of the lava. Shortly afterwards lava will land on the main encounter area, covering one quarter of the room. This fire deals high ticking damage to anyone inside but also destroys all pillars in that location. Additionally on Heroic, you'll be dealing with the Fel Eruption. Throughout the fight, each corner of the room will take turns at being coated in fire. You are able to see which corner is going to be filled with fire, as the pools at the edges of the room will start to erupt. This fire deals ticking damage to anyone who stands within it, and as it spawns it will remove any pillars within that quarter of the room. Because of this, make sure that ranged players are spread around the middle of the room, ensuring that your raid spawns pillars in all four sections. This way, when the fire comes in you don't need to worry if it destroys some pillars in one quarter, as you would always have spare pillars in other quarters. Mythic Difficulty Aside from abilities dealing more damage in comparison to Heroic Difficulty, there are a couple mechanical changes to the Goroth encounter on Mythic difficulty. The Melted Armor left behind by the Burning Armor tank debuff now increases damage taken by 300% rather than 200%. Each Infernal Spike pillar which is destroyed will deal a small burst of damage to the raid. This results in a small amount of extra strain on your healers throughout the fight, however in certain circumstances this damage can be problematic. If there are a large amount of pillars active when Infernal Burning is cast, the raid will take a large burst of damage. Healers may want to compensate for this by assigning healing cooldowns for each Infernal Burning. Additionally, playing targeted by the Shattering Star want to destroy a maximum of 4 pillars, as the damage reductions applied to the Shattering Star for any additional pillars will be overriden by the incoming damage of those pillars exploding. The raid will also have to deal with Rain of Brimstone roughly every 40 seconds. This will cause 4 meteors to spawn in random locations in the encounter area. These meteors will each spawn a Brimstone Infernal add. The Brimstone Infernals have ~600 million hp and will channel fel fire, which deals a large amount of ticking damage to the raid. If a player stand within the meteor, they will prevent the Brimstone Infernal from spawning, but will take a burst of damage which is split evenly between all players within the Meteor. It is vital that all 4 meteors are soaked each time this ability is cast, as the high health pool coupled with the devastating ticking damage from the Infernals will quickly lead to a wipe. As the Meteors spawn in entirely random locations, you need to have the raid spread out around the encounter area. Tanks should keep Goroth to one side of the room, and be responsible for soaking the Meteors that spawn in that location. Melee DPS should assist the tanks in soaking any meteors that spawn in that area. Ranged players should be spread around the middle of the room, to ensure that all Infernal Spike pillars spawn close to one another. When meteors are due to come in, Ranged players should then be prepared to quickly move to any that spawn far away from the boss. These meteors can be solo soaked with large damage reductions and immunities. Classes that have these capabilities should try to solo soak as many meteors as possible to keep incoming damage low and raid output high. All of the information was provided by FatBoss! onto the second boss of the raid: Demonic Inquisition Please watch the Video above, again by Fatboss! Abilities Torment You will gain Torment via the bosses abilities, some of the abilities are avoidable, some of them are not. The Torment is shown through the alternative power bar that, by default, appears at the bottom of the screen. If you allow the bar to completely fill to 100 Torment, you will gain a debuff called Unbearable Torment. Unbearable Torment will make you deal 20% less damage, reduce your hit chance by 90%, reduce the healing you do by 25%, and increase all the damage you take by 90%. Torment Bar Once full you will be debuffed with Unbearable Torment The only way to remove Torment is by using the Confess extra action button. This will teleport you inside a new room and drop you down where you will fight a Tormented Soul. This add will melee whoever has threat, and will occasionally cast Tormented Eruption, which will spew out bolts which deal damage to anyone within 3 yards of their impact zone. All players receive an Extra Action Button. Use this to enter the Soul Cage to remove your Torment. The Extra Action Button can be used again to exit the Soul Cage only once your Torment has been completely removed. Players need to avoid these bolts whilst simultaneously dealing damage to the add. As the add takes damage, it will spawn Remnant of Hope orbs. Running over an orb will absorb it and remove 35 Torment from the player. Once you reach 0 Torment, you can reuse the extra action button to return to the main encounter area. Players cannot remain inside the Confession cage for too long, as you’ll be taking ever increasing ticking damage from the Soul Corruption debuff which is being periodically applied to all players within the cage. Avoid the Tormented Eruption circles! Soak the Remnant of Hope orbs to remove your Torment. To keep raid Torment as low as possible you need to periodically have teams of high Torment players Confess at the same time. The teams would need to consist of at least one tank & one healer Once the team is downstairs, they need to damage the add to generate a large amount of orbs. Once every member of the team has zero Torment, they can all use their extra action button in unison to return to the encounter area again. The raid leader will want to determine how often you enter the cage, as it will vary from group to group depending on how well the raid is able to counter the bosses abilities. All raid members should be prepared to have to enter the cage at least once, tanks will have to go inside considerably more often. Bosses The bosses should be stacked for the majority of the encounter to maximize damage output. The bosses must be separated before Atrigan casts his Bone Saw or Belac casts Fel Squall. Atrigan Atrigan needs to be tanked and will generate a high amount of Torment for the tank through his passive, Bone Scythe which causes each of his melee attacks to apply 2 Torment. Atrigan will also cast Scythe Sweep at the tank. This frontal cleave deals a large amount of damage and applies 20 Torment to anyone struck. The tank should face Atrigan away from the raid at all times to make sure that they are the only player hit. Bone Saw After a short cast, Atrigan will deal damage and apply Torment to nearby players every second. If any player attacks Atrigan during Bone Saw, they will gain a substantial amount of Torment. This includes applications of debuffs as well as cleave abilities, however pre-existing dots will not generate Torment for that player. All DPS should swap to Belac during Bone Saw, whilst the tank needs to move Atrigan away from Belac before Bone Saw begins to ensure that passive cleave doesn’t occur. During Bone Saw, Atrigan’s movement speed is reduced by 75% allowing the tank to kite him. Atrigan should be dragged away from Belac around the sides of the room, to make sure that raid positioning isn’t too disrupted. Once the Bone Saw is over, Atrigan should once again be placed next to Belac to allow extra DPS through cleave abilities. Belac Belac does not need to be tanked and cannot be moved during the encounter. Instead of melee attacking, he will instead frequently cast Pangs of Guilt. This is an interruptible cast which will deal a large burst of damage to players. To ensure that each Pangs of Guilt is interrupted, you will need to assign 3 players to interrupt on a rotation. Do Note: You’ll need to assign backup interrupts for when the assigned players Confess to drop their Torment, as they will be out of range of Belac. Belac is responsible for generating most of the Torment that is applied to the raid. One of the ways he does this is through his Tormenting Burst. This will deal a moderate amount of shadow damage to the raid and apply 4 Tormentto all players. This is unavoidable and healers may want to use healing cooldowns to counteract the burst of damage done to the raid. Players afflicted with Echoing Anguish must be away from other players before they are dispelled. Belac will also apply Echoing Anguish to multiple non-tank players simultaneously. This is a 12 second dot which applies 4 Torment every second. Once the debuff expires or is dispelled, the afflicted player will trigger Anguished Outburst, which will deal a burst of damage and apply 10 Torment to any players within 8 yards. Players afflicted with the Echoing Anguish need to move 8 yards away from the group and be dispelled. Healers shouldn’t be too trigger happy with dispels for this debuff, as you may dispel a player who is stacked and cause a large amount of excess Torment and damage to go out onto the raid. Fel SquallThis ability acts much like Atrigans Bone Saw ability. After a short cast, Belac will deal ticking damage and apply Torment to any nearby players whilst also applying a large amount of Torment to any player who attacks him during this time. Atrigan should be pre-moved away from Belac to allow all dps to swap over to him, without running the risk of accidently cleaving onto Belac. Do Note: During the Fel Squall, Belac will not cast any abilities, and therefore doesn’t need to be interrupted for his Pangs of Guilt. Strategy Summary Keep both Atrigan and Belac stacked up to allow DPS to cleave, only spreading them apart for either the Bone Sawor Fel Squall. Face Atrigan away from the raid to ensure that only the tank is hit by the Scythe Sweep. Do not attack Atrigan during Bone Saw or Belac during Fel Squall Set up an interrupt rotation of three short cooldown interrupts for Belacs Pangs of Guilt. Move away from players when afflicted with Echoing Anguish and then be dispelled. Have high Torment groups consisting of one tank, one healer and a few dps Confess simultaneously so that they can gather Remnant of Hope orbs to drop their Torment. Dodge the green Tormented Eruption bolts whilst fighting the Tormented Soul inside the Confession cage. Ensure that all players leave the Confession cage together to avoid anyone being left behind. Looking For Raid Difficulty Aside from abilities dealing less damage on Looking For Raid difficulty in comparison to Normal difficulty, there are no listed mechanical changes on Looking For Raid difficulty in comparison to Normal Difficulty. Heroic Difficulty Aside from abilities dealing more damage in comparison to Normal Difficulty, there is one additional mechanic per boss that has been added to the Demonic Inquisition encounter on Heroic Difficulty. Players targeted by Calcified Quills must face Atrigan away from the raid. Atrigan gains the Calcified Quills ability which sends a barrage of spikes towards a player, knocking them up and dealing damage to them. The player targeted by this ability should position themselves so that the Calcified Quills hits as few players as possible. Everyone must keep an eye on their boss timers and be aware of what direction Artigan is facing when this is cast, so they can avoid the knockup. Belac gains the Suffocating Dark ability which places a purple zone around a few random ranged players. This purple zone deals ticking damage and applies 10 Torment every second whilst also reducing the movement speed of anyone inside by 50%. Suffocating Dark does not have a cast time and the zones are immediately placed onto players. Therefore ranged players must be prespread for this ability, preferably around the edges of the room to keep the encounter area clear. However, you must not stand at the entrance of the room, as players leaving the Confession cage will always re-enter the main encounter room by the door and you do not want them to land straight into a Suffocating Darkzone. Avoid the Suffocating Dark circles. Keep away from the entrance of the encounter area. Mythic Difficulty Aside from abilities dealing more damage in comparison to Heroic Difficulty, there is one additional mechanical change the Demonic Inquisition encounter on Mythic difficulty. Whenever a player leaves the Confession Cage, a Tormented Fragment add will spawn at Belac's location. These adds will fixate a player and will hit them moderately hard with melee attacks. When the Tormented Fragment reaches 0 hp it will cast Explosive Anguish, which will deal a large burst of damage to anyone within 8 yards after a few seconds. Each time an Tormented Fragment add spawns, it will buff all other Tormented Fragment adds damage by 15% with Harrowing Reconstitution and this effect stacks. Therefore, you want to keep the amount of adds to a minimum, by controlling when they spawn and killing them off as soon as possible. To achieve this the raid will want to be organise their “torment-dropping” groups extremely well, limiting their size to around 4-6 players. The groups want to ensure that they all leave the cage simultaneously so that all of the adds will spawn close to one another. The groups also want to avoid leaving the cage during Belacs Fel Squall, as you will not be able to aoe down the adds without cleaving onto Belac. The Tormented Fragment adds can be slowed, however all other forms of crowd control will not work. This makes AoE slows a vital tool to be utilised in keeping the adds close to one another for the best cleave possible. The fixated players should also try and have the adds run in the same direction, by kiting them in a predetermined direction. It is also important that the raid sends in “torment-dropping” groups frequently. This is to avoid a situation where a large portion of your raid needs to drop Torment at the same time. If this does happen, the raid will have to deal a large amount of adds all at once, which could cause a large amount of chaos when coupled with the other mechanics in the fight.