Strats!


Nerub-ar Palace

nerub ar palace

Amirdrassil, the Dream’s Hope

Aberrus

Location: Zaralek Cavern

Closest flight path: Obsidian Rest


Vault of the Incarnates

Location:Thaldraszus
Closest flight path: Vault of the Incarnates

Sepulcher of the First Ones

Location: Zereth Mortis
Closest flight path: Pilgrim’s Grace

Sanctum of Domination

Location: The Maw
Closest flight path: Desmotaeron (unlocked through Venari’s Sanctum)

Castle Nathria

Location: Revendreth
Closest flight path: Charred Ramparts

Queen Ansurek

Queen Ansurek


Phase 1

Phase 1: Bottom platform

  • Liquefy: Cast on tank, swap on cast. This will cause a puddle, meaning we have to keep moving the boss each time.
  • Feast: Heavy physical damage on tank combined with a heal absorb, pre-mitigate, because the absorb shield scales with damage dealt.
  • Reactive Toxin: Cast on player, drops Froth puddle. Run it to the edge to leave the puddle. Two players will get this on heroic, run out together and drop them next to each other.
  • Reactive Froth: Puddles left behind by Toxin. These need to be broken during Nova to get the raid safely across the Nova ring. On heroic, the puddles behave as meteors, so the raid must split between them. In addition, breaking the puddle leaves a debuff, so different people must activate it each time. 
  • Venom Nova: Creates an expanding death ring. Stand near a Froth and break it to push raiders over the ring. Do Not Blink.
  • Silken Tomb: Roots players, causes splash damage. Lightly spread out then break them out. Leaves a slow and DoT when broken.

Intermission: Boss gains a shield for intermission.

  • Wrest: Pulls players towards boss, spread out as you run away.
  • Paralyze: Waves and venom splashes, stacking damage and slows.

Phase 2

Phase 2: Split raid, and get to the top. Adds shield each other if the same ones are nearby, some share health. Boss still tries to yank.

  • Worshipper: Priority target, kill before Apocalypse finishes casting and dispel Gloom Touch which will naturally explode when you dispel it, so dispel gradually.
  • Guardian: Tank add, has a knockback and shares health with its twin
  • Expeller: Laser beam with knockback, shares health with its twin.
  • Skitterer: Small adds, cleave them. These do more damage to their target over time
  • Voidspeaker: interrupt Shadowblast. Add causes a knockback on death which is used to change platforms. Shares health with its twin, so time the deaths carefully!

Phase 3

Phase 3: Top platform. Hero when we get here.

  • Infest: Tank will spawn spiders that fixate on boss, run away so they can be killed, burn them down.
  • Gorge: Increases physical damage taken, the debuff is increased by the amount of damage the ability dealt, so pre-mitigate. It also leaves puddles, so the boss will again need to be rotated around the room, complicating portal positioning.
  • Acolytes: Priority kill. Interrupt Null Detonation. On death, drops an Essence which must be removed from the encounter by using a portal, but will also destroy that portal. Essence runner must go last! A new player must handle this each time.
  • Abyssal Conduit: Marks two players who will then create portals, just like Xy’mox.
  • Frothing Gluttony: Raidwide yank with a collapsing ring mechanic, both are fatal. Use the portals to evade, as we did on Xy’mox, entering the close portal to teleport to the far one, bypassing the ring. Ensure acolytes are dead and their Essences removedbefore this happens, or the boss will get a serious buff.
  • Royal Condemnation: Spikes on player, run out to drip these away from the raid. This leaves shackles that slow, trap, and deal DoTs

 

The Silken Court

The Silken Court

Phase 1:  One tank on each boss, Magic Resist tank on Taki. Shared health pool, so keep Anub near Taki for cleaves when it’s safe to do so. Hero on pull.

  • Piercing Strike: High damage on Anub’s tank, stacks.
  • Poison Bolt: DoT on Taki’s tank
  • Web Bombs: Step inside in pairs to get Bindings (2 pairs of Buddies)
  • Reckless Charge: Trip Anub’s charge with Bindings to create vulnerable window, or die.
  • Call of the Swarm: 3 scarabs, cause stacking DoT, fixate. Grip and burn the Adds.
  • Impaling Eruption: Anub’s frontal cone aimed at player, creates spikes, stuns anyone hit. Burn the Spike.
  • Burrowed Eruption: Raidwide damage/DoT
  • Venomous Rain: healer CDs, pulsing damage

Intermission: Break shield, dodge the pizza.

  • Shatter: Taki teleports and creates explosive pizza, sidestep these in order.

Phase 2: Some phase 1 abilities, plus new tricks

  • Stinging Swarm: insect debuff, jumps to a new target on dispel. Pin them on Taka to create vulnerable. Needs dispel rotation, and the last dispel must interrupt her Entropy cast.
  • Cataclysmic Entropy: Channeled spell, wipes raid unless broken with Swarms.
  • Web Vortex: Raidwide yank, run away from your partner to break webs.
  • Strands of Reality: Taki’s frontal cone, damage and knockback.
  • Entropic Desolation: Raidwide burst damage and DoT, run away.

Intermission: Break shield, dodge rings.

  • Spike Storm: Anub teleports, spawning shockwave rings. Destroy spikes and don’t get hit.

Phase 3:

All abilities are active except for the Web Bombs, so 2 pairs of Buddies need to keep some web bindings from the Vortex to prevent Anub’s Charge.

Nexus-Princess Ky’veza

Nexus-Princess Ky’veza

Phase 1: Single target boss phase, Hero on pull.

  •  Void Shredder: tank swap, deals increasing amounts of damage, swap when it starts to get painful
  • Assassin: Targeted players will spawn clones, run to balanced flare locations.
  • Clones: Cause AoE pulse damage, throw out directional daggers, spawn rifts, and charge players.
  • Massacre: Clones will charge their target. Position so that the Clone’s new location remains balanced.
  • Nether Rift: Appears at Clone’s current location, will exert gravitational force to pull players towards it. Position between rifts to cancel out opposing forces, or die.
  • Queensbane: Targets will deal burst damage within 2 yards and create orbs that travel outwards. Run away from the raid to drop this.
  • Reaper: If you fall below 10% health, you die.
  • Stalking Shadows: Heavy AoE pulse damage caused by Clones

Phase 2: At 100 energy, becomes a movement phase while boss is immune. Boss Enrages the third time this happens.

  • Regicide:Trackline beams, just like Fyrakk. Move within your own lines to ensure you are only hit by your own Beam. Avoid unnecessary motion so others don’t get caught, especially sideways motion.
  • Starless Night: Continual heavy raidwide damage.
  • Eclipse: Heroic Only. Floor pizza comes out on opposite sides of the room and will rotate in either direction. Position near a boundary to dodge.

 

Broodtwister Ovi’nax

Broodtwister Ovi’nax

Single Phase: Reposition boss to account for adds, blood, and egg patterns and maximize cleave opportunities. Hero on first Egg hatching.

  • Volatile Concoction: Tank swap. 8 second debuff, deals raid damage on expiration based on target’s missing health.
  • Experimental Dosage: Targets two players on normal, and four on heroic, giving them a circle that will force eggs to break. Target eggs in order to prevent Blood from reaching them.
  • Vile Discharge: Black swirlies to dodge.
  • Poison Burst: Cast by Worms, causes heavy raid damage unless interrupted.
  • Ingest Blood: At 100 energy, boss will kick the closest container, causing blood to spill into the room along with raidwide damage and heal absorb. If Blood touches any unbroken eggs, they break and empower.
  • Sticky Web: Heroic only? Targets players with a slowing effect. Run out of raid to get dispelled, or it will spread.
  • Adds: Kill priority = Parasite > Worm > Spider
    • Parasite: Hatches from Small Eggs. Fixates on a player, infecting them if they reach the target, causing two more parasites to spawn. Kite them through the kill zone, slow, stun, and root. Emergency Murder. When empowered, gains a speed boost.
    • Worm: Hatches from Medium Eggs. Cannot be repositioned.  Interrupt every cast of Poison Burst. When Empowered, cast speed increases.
    • Spider: Hatches from Big Eggs, needs to be tanked. Does more damage the longer it is alive. When Empowered, applies healing debuff to tank.
  • Egg Order

We’ll be moving clockwise, starting from the top section, which is yellow in this map.

1. Yellow Tridrant* (extra Spiders)

2. Pink Tridrant (extra Worms)

3. Blue Tridrant (extra Parasites)

*Note, this is not a real word. Except that I made it up. So now it is.

 

Rasha’nan

Rasha’nan

Single Phase: Stay grouped, stepping out of raid to handle mechanics, and chase boss after each jump. Hero on pull.

  • Savage Assault: Tank swap. Pre-mitigate and swap after each cast.
  • Rolling Acid: Two players become Right or Left Wave points. Flank the raid to spawn the waves correctly.
  • Spinneret’s Strands:  Targets will spawn webs, run out and drop these to avoid splash damage. Run back in to break the tether, each break will deal raidwide damage.
  • Infested Spawn: Targetted players will spawn adds, group up and kill them in meleebut don’t overlap to avoid splash damage on spawn. Adds bite their target, this stacks.
  • Acidic Eruption: Boss leaps away, chase her and interrupt stacking damage as soon as enough people are there . Use speed boost to get there in time for soaking the Reave that will immediately follow.
  • Erosive Spray: raidwide damage, stay grouped.
  • Web Reave: Heroic only Meteor, pulls raid in, everyone soak.

Sik’ran

Sikran, Captain of the Sureki

Single Phase: Positioning and awareness fight with heavy ramping damage. Hero on pull

  • Captain’s Flourish: First tank takes both casts of Expose, second tank taunts right before Lunge.
  • Phase Blades: Charges at 4 targets, leaving copies behind. Run out and make rectangle. Anyone hit by the charge leaves an extra Simulacrum!
  • Decimate: Beams cast on players, happens after Blades. Try to position your beam to take out the Simulacra, not each other. Deals Raid damage.
  • Rain of Arrows: Swirlies to dodge, may complicate Decimate positioning.
  • Shattering Sweep: Giant cleave, run out and reposition raid clockwise. Destroys Simulacra, dealing extra damage.
  • Cosmic Residue: Puddles left behind from Simulacra, AoE and DoT damage from each puddle. These are permanent.

 

 

Bloodbound Horror

The Bloodbound Horror

Real World: Split raid into two even groups, Hero on pull.

  • Gruesome Disgorge: Frontal cone, targets/follows tank. Aim at add portals, stack inside to switch realms.
  • Grasp from Beyond: Tentacles target random players for 12 seconds. Run out, make Leisa Circles.
  • Goresplatter: Cast at 100 energy, deals fatal damage to center platform. Get to edges.
  • Crimson Rain: Raidwide heal absorb.
  • Spewing Hemorrhage: Heroic only. Counter clockwise laser cutter beam. Chase it, don’t let it chase you.

The Upside-Down: Alternate groups each time due to debuff.

  • Blood Horror: kill before they get to boss or they explode, first kill target.
  • Forgotten Harbinger: summons Horrors, kill second.
  • Lost Watcher: Casts Bulwark on boss, tank and interrupt, kill last.
  • Spectral Slam: Watcher hits tank very hard.

Ulgrax the Devourer

Ulgrax the Devourer

 

Phase 1 (100 – 0 energy)

Tank boss facing away from raid. Hero at the top.

  • Brutal Crush: Frontal cone cast on current tank, reduces healing, Swap every cast, pre-mitigate.
  • Carnivorous Contest: White circle centered on raider. Everyone stack, don’t get pulled to boss.
  • Digestive Acid: Green circles on raiders, use to remove webbing from floors and raiders.
  • Venomous Lash: Knockback and raidwide damage.

Phase 2 (0 – 100 energy)

Boss is immune and untankable. Gather and tank adds, burn them down.

  • Ravenous Spawn: Adds, must be tanked and killed to feed boss.
  • Juggernaut Charge: Charges across room, dodge this.
  • Swallowing Darkness: Giant circle centered on raider, run out.
  • Chunky Viscera: Dropped from adds, gather and bring to boss using extra action button.
  • Hungering Bellows: Ramping AoE damage through phase.

 

Gnarlroot

Gnarlroot

Quick Strat:

  • Tank Swap: Dreadfire Barrage, (Shadow Spines)
  • Healers: Raid damage on Lasher spawn
  • Dodge: Shadowflame Cleave, Flaming Pestilence, Toxic Loam,
  • Run: Controlled Burn, Ember Charred, Splintering Charcoal
  • Hero: End of an Intermission


Expanded Strat:

In general, Gnarlroot is about managing adds and running fire over things. So, basically, burning trees. (What a delightful way to start off when meeting our new home. A tree. To replace the one th.. yeah.) Keep boss central, spawn bad stuff in the compass directions and use Hero at the end of an intermission.

Phase 1:

Tanks will be positioning the boss to control the spawn locations of Tainted Lashers, these always appear in a cross-formation based on boss facing. Every time the Lashers spawn, there’s a pulse of raid damage with a DoT healers should be ready for called Tortured Scream. Gather them up, crowd control and AoE stun these guys, because they do a stacking debuff when they hit you and we don’t want tanks getting too many of these. Lashers also buff each other within 15 yards, eventually becoming immune to CC.

Controlled Burn is going to be similar to the puddles we had in Kazzara, on Normal you just need to run it away from the group to drop the Scorched Earth. In Heroic you’ll need to drop it in specific places to activate and kill the Lashers, which will be dormant when they spawn until they get hit by the fire. Ideally you will place the four puddles in the cross locations so that the next adds will spawn directly in the fire.

Shadowflame Cleave is a cone that targets any random player, watch for the purple cone and run out of it.  Dreadfire Barrage is a two second channeled cast that targets tanks and increases their damage taken from Shadowflame. Wait for the barrage to finish, and then taunt off each other.

Intermission:

At some point, Gnarlroot runs to the middle and begins Doom Cultivation, making him functionally immune. He gets a Toxic Loam field at his feet, so avoid the boss during intermission! If you missed any inactive adds, they will becaime active automatically now, and should be killed quickly.  To get him to phase, we need to burn all the Doom Roots around room by using the Ember Charred stacking damage debuff that you get from soaking a Splintering Charcoal puddle. This can be a bit healing intense! When the Roots are gone, Gnarlroot enters Uprooted Agony, a 20 second channel that makes him vulnerable, so save all burst cooldowns for this! After the channel finishes, he returns to phase 1, having empowered himself with a Rising Mania stack to increase his damage.

Fight repeats until death, Hero will be on whichever Agony is most advantageous, probably the last one we anticipate having, or the one our cooldowns line up best with.

Igira

Igira the Cruel

Quick Strat:

  • Tank Swap: Drenched Blades (6?)
  • Healers: Cooldowns on Heal Absorb phase
  • Dodge: Twisting Blades, Searing Sparks, Leaps, Devastation, Vital Rupture
  • Weapons: Spear = Tether, Slice = Leaps, Flay = Heal absorb, Hack = Soak
  • Hero: On pull


Expanded Strat:

Igira is theoretically a one phase encounter with an intermission, but following each intermission she gains new abilities. Sounds like four sub-phases to me. Regardless, Tanks should stick right on her together to avoid murdering the melee, Ranged should always position near the next weapon to be targeted with the melee standing opposite. Burn Spears on sight, dodge everything else. Hero is on the pull.

Phase 1:

Tanks need to stay together for this one, as she will be hitting a secondary target with Vicious Swing and we don’t want that person to be Armas. This will leave a Drenched Blades debuff on the active tank, and should be swapped off about every 6 stacks, or when the previous debuff is gone.

Twisting Blades will target Melee and fly straight out, try to avoid standing right in front of a healer. Blistering Spear, meanwhile, will be targeting the Ranged, and after the cast those players will be rooted and cause a ten yard splash puddle. Trying to leave the fire will cause you to be yanked back in and stunned, so all players must destroy the pinning spears quickly to free the targets. Stacking spears is an option, but a dangerous one, let’s hold off for now. After two sets of Spears, Igira will reach 100 energy and go into her Intermission.

Intermission:

Intermission starts with a knockback, and then three weapons will appear in set locations across the room. Ranged players will already have positioned beside the weapon we’re going after. The order we’ll try for is Slicing, Flaying, Hacking. The weapons each have a Gathering Torment puddle around them, and soaking that puddle activates that weapon for the next phase, replacing the Spears mechanic. Meanwhile we have Searing Sparks going off just to give the healers something extra to do. These claim to be unavoidable, and yet ask that you avoid them. My guess is it has raid damage followed by puddles, and the puddles can be avoided (hah, but see below) and the raid damage cannot.

Our job here is to dodge the fire puddles while standing in an ever-shrinking circle around the weapon of choice. The area around that weapon is going to be covered in spark puddles making standing impossible the smaller it gets. We may need to Turtle this? Dart in and out as necessary, because if we soak NO weapons, it’s a wipe. Once we soak a circle, she’ll give herself a Harvest of Screams buff and go back to the first phase, only this time with her new weapon. It indicates that she will use each new weapon twice, and then return to throwing Spears, so we’ll need to see if that means four rounds between each intermission.

Weapon Properties:

  • Slicing: Slicing is Alienny Leeps. The boss will target the furthest player with a ground circle, and then LEEP to that location. Don’t still be there when she lands. She then picks another furthest player, does the same thing, and then heads back to her tanks. Every time she Leaps, she causes Devastation, shooting fire puddles across the room that need to be dodged. It is helpful to bait her with ranged to control the jumps.
  • Flaying: Flaying is Heal Absorb. Half of us will be marked with circles, these players need to spread out and cannot stack for heals. Healers have 15 seconds to get the shields off of everyone before they start exploding. Successfully healing the shield will also cause them to explode! Vital Rupture will cause orbs to spawn at the victim’s location, so no hugs please. This ability ignores tanks by preference, but can target them if not enough players are alive, be warned.
  • Hacking: Hacking is Meteors. Raid needs to split evenly in two and alternate soaking the Umbral Destruction with the tanks. Each time you soak, you gain Brutalized, which prevents you from soaking again until it wears off.

Council of Dreams

Council of Dreams

Quick Strat:

  • Tank Swap: Agonizing Claws
  • Healers: Top people off before Song
  • Avoid: Flowers, Cleave, alternate Charges, other Raiders
  • Dispel: Javelins (once clear), Polymorph (self-only)
  • Hero: On pull, target = Pip


Expanded Strat:

A council fight, as one would expect, all three bosses must die together. Most insulting fight ever. May just skip this one. Tank wherever you can get cleaves in, but never point the bear towards the raid. Hero right away and attack the faerie dragon with prejudice.

Phase 1:

Three bosses, must die together within 15 seconds or they will rez each other back up to 50%. They do not share health, so we’ll need to watch and make sure they are going down evenly. Tanks will be dragging Urctos around the room to try to keep him stacked with Aerwynn for cleaves as she leaps around. Tank positioning is critical at the charge/Vines combo, so make sure you watch for that! The third boss, Pip, doesn’t care and just hangs out near the middle. Each boss has a special ability when their energy bar fills, and each of these has a specific counter.

  • Urctos: Blind Rage deals raidwide tantrum damage for 20 seconds, increasing over the duration. Can be removed with… Preen. I don’t want to talk about it. If you don’t do it, we all die, though.
  • Aerwynn: Constricting Thicket causes an 18-20 second raidwide DoT with a stacking slow effect. Interrupt the cast by running a bear over her face with Barreling Charge. If you do not run a bear over her face, we all die.
  • Pip: Song of the Dragon is a raidwide absorb shield which apparently makes you just randomly dance while being on fire. Remove this by standing in a Noxious Blossom. You don’t get to die if you fail this. You have to stand there, stunned for 15 seconds, and feel deep shame.

Other abilities of note include the tank swap, Agonizing Claws, which is cast on Urctos’ tank, swap every cast. It’s a really heavy hit, so use your active mitigation for this one if you can. Neither melee nor the second tank should be in front because this is a frontal cone and hits anyone in the way. He also casts Barreling Charge, which has his fixate and then charge straight at his tank, stampling anyone in his path. This is a good thing, because at the end of the charge, we take raid damage from Thundering Impact, and the amount is reduced by the number of people he ran over. Raid will split in half and soak in turns, as we did with Dausegne owing to the fact that, once again, in Heroic you cannot soak two in a row.

Aerwynn will mostly just throw sticks at people, if you are hit with a Poisonous Javelin, immediately start running out of the group so that the resulting Unstable Venom doesn’t splash. Javelin can be dispelled, but again, make sure the person is out of the raid at least 10 yards before you clear it. Unlike with many fights, self dispels are encouraged once you are clear of the group. She creates Noxious Blossoms, we desperately need these to remove horrific effects, but don’t set up a summer home on them.

Pip, for his part, is literally the worst. He just sits there in the center being a nastyhat. He has a medium annoying Emerald Winds knockback but the real problem is that he will turn multiple players into hideous beasts with Polymorph Bomb for 12 seconds, removing all player abilities and replacing them with shame and indignity. Being serious for a moment: one of the two abilities you have will be to remove the polymorph effect. DO NOT PRESS THE BUTTON. It doesn’t just remove your poly, it poly’s everyone around you instead. There are exactly two ways you are allowed to use this button. One of them is to counter the bear boss tantrum. The other is if you are more than 7 yards from anyone else. I would be saying exactly the same thing if this turned you into corgis or unicorns or teethybats. Do not poly the raid for “fun”. Wiping all night because one guy wanted to get a good chuckle at the expense of 20 other peoples’ time and hard work is not actually funny. Except to that one guy. Who will have fun time looking for a new guild.

Now, if it were scorpids, though….

Anyway. The same 7 yard raid-wrecker will happen if the debuff expires naturally or if you remove it with Preen, so please, for the love of Elune and the Baby Naaru, watch your positioning. If you absolutely must troll your raid leader, use the other button to do it, don’t cost us a kill just to fry my fur. As a note, Preen is not immediately available, so if you are prepping it for a boss interrupt, you’ll need to have run over three flowers first to get the energy. Make sure someone who is Poly’d volunteers to save this ability to counter each upcoming Rage! And don’t poly the tank.

Nymue

Nymue, Weaver of the Cycle

Quick Strat:

  • Tank Swap: Weaver’s Burden
  • Healers: Continuum needs group heals
  • Dodge: Verdant Matrix, Impending Loom, Radial Flourish, Lumbering Slam, Barrier Blossom
  • Soak: Surging Growth
  • Hero: On the pull


Expanded Strat:

Nymue is another one phase fight with an intermission and a split raid, and their gimmick is the floor pattern which we try to cross as little as possible. Tanks will keep the boss and their respective Tree adds out of the way as we dodge and soak the things, and Hero is at the start.

Phase 1:

Tanks will be watching for the cast of Weaver’s Burden, swap when it is cast and you have 12 seconds to run away from the group towards the edge and explode. After the explosion, you do get a very short buff called Inflorescence which allows you to safely cross the lines… Nymue’s lines. Not the raid leader’s. You still may not cross those. On heroic, this will leave a Nature vulnerability for 30 seconds, and it will also target a couple non-tank innocent raiders. In addition, when the effect expires, the explosion will leave behind a cute little Barrier Blossom, that basically acts like the Shattrath bubble. It is fun to bounce off Shattrath. It is not fun to have our soak puddles trapped behind a barrier so that we can’t get rid of them, so make sure that you have run to the edges of the room if you get Burdened. It is also possible to use the Barrier to counter certain Matrix mechanics, we’ll explore this when we get there.

Puddles of Surging Growth will appear, these pulse nature damage for a full minute unless they are soaked, so naturally, we will want to do that. These are an “everybody in the pool”  soak, not a “solo soak”  type ability, so while people should spread out and get as many of them gone as possible, don’t hesitate to share them. They are NOT worth crossing lines for, so soak in your area but don’t go crazy. Lazy green laser lines will meander around the room; these are Impending Loom and just need to be avoided or you get a stun. Thanks for those, Juranzick.

Verdant Matrix is the floor line pattern the fight centers around, touching or crossing these lines will leave a stacking DoT. Consider blinks, teleports, and immunities if you need to suddenly dash across the Weave to soak something. But Alien shouldn’t try under any circumstances. Verdant Matrix is filigree.

Intermission:

At 100% energy, two Cycle Wardens spawn, granting Nymue a near-invulnerablity shield, Life Ward. Here, the raid will split, one group focusing on each angry tree. Wardens need to be tanked, but if they are allowed to trip on the floor lines, they do fatal raidwide damage from Verdant Rend. There is another swirly floor pattern called Radial Flourish, we want to carefully dodge that. Wardens also have a front cone, Lumbering Slam, which targets a random player and should also be avoided. More Surging Growths will spawn in Heroic, and need to be handled the same way. Be sure that you watch the floor and stay on the section you are assigned to so that we avoid unnecessary damage from the Matrix, until both Wardens are defeated and Nymue starts to channel their Continuum ability. Group up for heals during this cast as they change the floor lines and add new ones, this is a raidwide pulse damage lasting ten seconds, after which the fight repeats, only faster!

Volcoross

Volcoross

Quick Strat:

  • Tank Swap: Cataclysm Jaws*, Molten Venom (2)
  • Healers: Cooldowns on Serpent’s Fury, watch for Coiling Flames
  • Avoid: Tail crash, Lava, Coiling Flames Tidal Blaze
  • Soak: Flood of the Firelands
  • Hero: On pull


Expanded Strat:

Volcoross is a single target, single phase encounter where we fight a big lava snek. His hitbox is really big, so no one needs to hug the edges. Raid is split in equal halves to soak, and we fight the forward facing head while dodging the backwards tail. Hero is on the pull.

Phase 1:

As we fight the boss, his energy bar will steadily increase, and at 100, he will throw two big puddles called Flood of the Firelands. Each half of the raid will be assigned a side, and will gather in these puddles to soak them. At least 4 people must be present, but we’re gonna go as a group. Afterwards, the puddle will simply become lava and knock people out of the circle sideways towards the direction your group will be soaking. Be careful you aren’t near an edge before the knockback!

Somehow, lava fills up the floor, and the next time we need to soak the Firelands puddles at 100 energy, we’ll be directly across the arena from each other. The guides really aren’t clear on how this happens, but it may be an ability called Hellboil which is also not explained other than the fact that it’s lava and meant to happen if the Flood is not soaked, and may be linked to the Serpent’s Wrath enrage that takes place once the room is entirely covered.

What we do know is that there will be a mechanic called Scorchtail Crash, where the snek raises his tail over a part of the floor, casting a large shadow. In a moment, he will smash his tail down on that location and kill anyone who hasn’t moved away. We’ve seen this before, watch for it and then move aside. It is best if you don’t stand too close to where the shadow comes down even once you’ve stepped aside, as on Heroic there will be Tidal Blaze waves that come out from either side and deal heavy damage if they clip you.

In addition, he will periodically cast Serpent’s Fury, which deals raidwide damage and gives four players the Coiling Flames debuff. Coiled people should step away, as anyone who stands near them will take splash damage, ramping over the ten second duration. Afterwards, the flames choose another target and begin the cycle again until the next soak.

Molten Venom and Cataclysm Jaws are the tank mechanics. Cataclysm Jaws is a channeled cast that hits whoever is tanking when the cast completes, not when it begins. This is important because Molten Venom will be stacking on the active tank, increasing damage taken from Jaws. Tanks should ensure they take as little extra damage as possible from the combination, either by taunting at 2 stacks of Venom, or by attempting to time the taunt such that the debuff lands on the new tank instead if the Venom tank. Tanks must always be in range of the boss, or he will kill us all with Combusting Rage.

Larodar

Larodar, Keeper of the Flame

Quick Strat:

  • Tank Swap: Furious Charge
  • Healers: Heal Charred Treants, Charred Bramble (may need a cooldown), Intermission.
  • Dodge: Blazing Thorns, Furious Charge, Raging Inferno
  • Murder: Fiery Treants, Scorching Roots
  • Interact: Blazing Coalescence, Seed of Life
  • Hero: Top of Phase 2


Expanded Strat:

Larodar is a movement heavy fight with demanding heal checks, utility and add management often take priority. Tank the boss in the best possible bad spot, stay on top of cooldowns, especially in the intermission, and be ready to throw everything you’ve got at him when we Hero at the start of phase 2.

Phase 1:

The tank swap here is based around the Furious Charge mechanic, which targets the active tank with a four second channel, after which the boss will gallop at full speed towards the poor tank, crashing with a massive debuff, and a knockback, as well as direct damage which can be reduced by how far he runs. The new tank should taunt immediately after the Charge cast is begun so that the previous tank has time to run for the hills, especially important in Heroic where there is a Furious Outburst triggered upon contact, dealing raidwide damage which is again decreased by distance. The Charge tank should be as far from the raid as possible when hit. It also sounds like the boss is continually setting the floor on fire, and where possible try to stack the Burning Ground to make it easier to move and easier to clear.

Fiery Treants spawn, these need to be gathered on the boss for cleaves, interrupted, and killed so they can’t cast Fiery Flourish, a 12 yard damage burst.They do leave DoTs on anything they hit, and when theywalk around or die, they leave puddles. Once we kill them they turn into poor helpless Doolans, and need to be healed up so they turn from Charred Treants into Renewed Treants. Once Renewed, they will help us by meandering over and channeling into the Seed, so keep them active, and keep in mind these are Classic WoW Trees. So, if you wanna speed things up.. LifeGrip them to the Seed. Yes, for real. Have you ever played Resto in Vanilla? If you know, you know.

Seed of Life is a mechanic that allows us to put out fires, and we’ll need this ability so we don’t run out of floor, but in Heroic, there will be a debuff to stop the same person from using it every time, so we’ll need a rotation…three people may be enough?. If you have ever cleared Boss Moss, this is a job for you! Click the Seed as soon as the first Scorching Roots spawn, and hit them in the face with it. Then use the Seed to put out as much fire as you can without breaking your tether. The next raider should do the same as soon as it’s available. There will also be Blazing Thorns where the boss draws a pretty flower spiral on the ground, make sure to dodge this. When Thorns turn into Blazing Coalescence orbs, you need to stop dodging and get these, because every Orb that gets back to him increases his fire damage. Also soaking them gives you a crit buff, so yes, fight over them.

Scorching Roots will try to fixate you, run away from it while other people burn… Maybe not the best choice of words. Burst. While other people burst them down. Emergency Murder. If they catch you, you’ll need a Dispel! On heroic, these will be immune to damage until they have been hit by a dream blossom.. Which seems to be the thing we channel from the Seed. They also leave fire behind as  they walk. When these die, they also turn into Charred Bramble and need healer love because at 100 energy, Larodar will cast Raging Inferno, and if we haven’t healed the Brambles, then we will have no Bramble Barrier to stand in, and you can imagine how that will go. Run to the Barrier to reduce the Inferno damage by 90%. Or die. You might die anyway; this is not an immunity, merely a mitigation. After three Infernos, Larodar will begin the intermission.

Intermission:

After the third cast of Raging Inferno (or when the boss reaches 40% health, whichever comes first), we hit the intermission. (If you wanna try to Denathrius it, you can delay the 40% until after the third Inferno is cast to get free health percent down, but really, are we gonna be that precise?) Larodar starts to pull everyone towards his position with Consuming Flame, and we naturally do not want to cooperate, so run away. Protip: when any boss says come closer and burn, you do not want to listen to him. Be spread out at least 3 yards for this, and prepare for fast, heavy damage. Dodge everything and use cooldowns to stay alive.

Phase 2:

This is the start of our soft enrage, therefore it is also where we’ll use Hero. Any fire on the ground is there for good, the Seed is inactive now, and we will be taking stacks of Searing Ash to ramp up damage the longer the phase lasts. Falling Embers will begin to rain down, make sure that we soak these because unsoaked Embers will do raidwide damage. Dodge the Fire Whirl tornadoes, Reylana, and healers should watch for the Flash Fire debuff that gives players a heal absorb followed by an 8 yard splash damage. If the absorb doesn’t get removed, the player will get stunned by Encased in Ash and require a Dispel. Tanks will meanwhile be managing the Smoldering Backdraft, which is a frontal cone so positioning here will matter. After the hit, trade off and go stand with the melee to siphon the power of Alien, because healers will not be able to outpace Smoldering Suffocation on their own. Everyone should keep an eye out for Ashen Treants, CC and kill them around the edges of the room or any time you can lock them in a fire. These do explode on death, and the floor is already covered, so ranged should swap to these asap. Melee need to avoid the boss for this phase, as being within three yards is dangerous.

 

Smolderon

Smolderon

Quick Strat:

  • Tank Swap: Brand of Damnation
  • Healers: Cauterize (heal absorb), Heat gets worse in Intermission.
  • Dodge: Lava pools, Overheated, Flames dance, Flame Wave
  • Soak: Brand, Living Flames
  • Run: Overheated, Aftermath
  • Hero: Last Intermission, near 30%


Expanded Strat:

This is a fight where you move the raid clockwise around the room to stay out of the fire, similar to the first phase of Sarkareth, with a quick dance break in the middle. The entire raid moves around the tank mechanic, and Hero will be at the final intermission, close to his 30% health mark.

Phase 1:

There aren’t actually a lot of mechanics on this fight, but the ones he does have mean business and we have to get them right. The tank swap is actually central to the fight for everyone, as he will cast Brand of Damnation which impacts the whole raid; we all have a job to do. And no, I will not be yelling “Damnation!” for a call-out when it is cast, nice try Myrdd. So first off, he casts Overheated, which will target half the raid and everyone will have to either clumo or sprah. If we fail to soak and yet somehow manage to survive, we didn’t actually get away with anything: failing the meteor actually shortens the enrage timer. Harsh!

  • If you are Overheated, spread out. You will be doing pulsing damage in a 5 yard range over ten seconds, after which you explode, dealing damage in the same area and spawning Flame Waves that deal damage and a knockback to anyone hit by them. You must not help soak with the tank.
  • If you are NOT Overheated, you must stack with the tank to absorb the meteor effect of Brand of Damnation. After soaking, spread out at least 6 yards to avoid the splash damage when your Cauterizing Wound heal absorb is removed.The Brand tank will need to run farther in heroic due to Searing Aftermath, which will explode after 6 seconds.

The other mechanic (yes, there are only two) in this phase is Lava Geysers, which are simply fire pools that target player locations and clutter up our lawn with Smoldering Ground. We should all be hugging the boss immediately after dealing with the tank swap to bait these into a manageable area that we can then leave behind as we rotate the encounter just far enough clockwise so that our melee have somewhere to stand, as the fire puddles do not despawn.

Smolderon will do two rounds of Overheated/Brand before reaching 100 energy and starting the intermission, giving everyone a chance to soak that Brand exactly once. And you DO want to soak that brand, not just to save the tank, but also because… da-ta da! You get a buff! And since we know exactly who will be chosen for the second round you can even pre-position.

Intermission:

As intermission starts, there’s a knockback and anyone who was a good teammate and helped to soak now sneezes fire thanks to Emberscar’s Mark. Living Flame orbs fall out of your backpack, and if you grab them, you get a stacking damage and heal buff! If you do not grab them, Smoldy gets the buff instead. Don’t buff Smoldy.

While we’re collecting orbs though (no, you can’t steal mine, each person gets their own), we have to dodge the flame pattern on the floor, this is World in Flames, and will hit you for fire damage plus a DoT if you trip on it. It sounds like almost a Heigan dance, so watch your feet! I’m gonna need a warlock gate from the center to the edge though, because there’s no pattern to follow, it’s just blind luck and this punk may try to Dormazain us. >.< Basically though, it’s rings like Fatescribe and if the ring of the circle you’re standing in is on fire, don’t be there.

During this phase, the boss will be pulsing Blazing Soul, which is a buff to the Blistering Heat unavoidable raidwide damage that’s been going on the whole fight.  After Intermission, we return to our little clockwise progress dance until we have run out of intermissions, or we kill the guy. Assuming we have failed no Brands, we have 5 Intermissions to get the job done, but only 3 in Heroic, and then time’s up. We’ll want to use Hero at whatever we think will be our final Intermission and somewhere around 30% health, but just like with Slushfish we’ll need to judge the timing based on his health and use it when we’ll get the most out of it.

Tindral Sageswift

Tindral Sageswift, Seer of the Flame

 

Quick Strat:

  • Tank Swap: Searing Wrath (6?), Blazing Mushroom
  • Healers: Dispel Growth, Suppressive Ember- absorb. Ability timers vary by phase.
  • Run: Fiery Growth, Falling Star
  • Murder: Roots
  • Collect: Feathers, Dream Essence, Seed of Flame (DoT)
  • Hero: Platform 3


Expanded Strat:

This fight takes place across three platforms which we fly between for each phase. Tanks will keep the boss central and we will move around him to cover mechanics. Hero is on the last phase, when we get to platform 3.

Phase 1:

The boss starts off on the first platform and we tank him there with the raid loosely gathered on one side of him. Tanks will be alternating two mechanics: the mushroom soak and the actual tank swap. Searing Wrath is your standard tanky DoT, aim to take 5-6 stacks, swap, and then trade off each time your debuff is gone. Meanwhile, the boss will be creating Blazing Mushroom which you need to soak, but naturally they have a debuff, so tanks will alternate who gets which. These are big, and very mushroom looking, and have a circle around their stem on the floor, you have three seconds to get yours.

The raid will all be grouped in a little arc nearby, dodging various types of fire. Three or four will get Firey Growth, and should immediately run to the edge of the room, spread out just a bit behind the group to get their dispels. Dispelling will leave a Scorching Ground on the floor, so we need to do two things, first ensure that we are making the best use of space and placing these compactly, and second that we are within range of our dispellers who will have a set rotation to clear these quickly.

Timing does matter here because to dodge fire we need to be able to move, and the boss wants to stop that with Mass Entaglement, a root with a 3 yard splash. Everyone should pile up in a tight sprah near the melee, packed in like little tic tacs such that no two people actually inhabit the same space, but it’s pretty close. Immediately after the cast, anyone who can break their own Roots should do so, and everyone should target and destroy the remaining vines, beginning with those closest to the boss and then working your way out. Not only is this the most efficient, as it targets the largest group of players quickly, it is also a very unsubtle trick by your raid leader to get you to group up, because if you don’t, you’ll be the last to get free. Not sorry.

Some folks will get a blue Falling Star circle, this one you just need to run out of the raid in whichever direction you please, and everyone should dodge the small Star Fragments that follow.

Lastly are his two Moonkin powers, Sunflame and Fire Beam. Sunflame is just raidwide damage, but Fire Beam targets the largest pile of people and drops a big pool that then radiates outwards in smaller progressive pools. There will be three of these at once on Heroic, so dodging is a bit dodgier and requires you to dodge harder. And never stand on the VERY edge, there’s a Flame Surge that’ll hit you out there.

Intermission (Flight Phase):

At this point, he will be fed up, do a Typhoon pushback and drop Empowered Feathers all over the floor, then fly off to the next platform. We each want to grab a feather and then manually mount up on a dragonriding mount and follow him. Your priorities are:

  1. Get to the next platform alive
  2. Avoid all Scorching Plumes, they deplete your flappy power and slow you
  3. Snatch up any Dream Essences you can on the way, this will buff the whole raid to a maximum of 10 stacks as well as giving you flappy power and a speed boost
  4. Fly through Emerald Gales wherever someone ahead if you caught an orb, you too will get flappy power and a speed boost.

…and then land and begin attacking the boss again as he channels Supernova for 30 seconds. If we break his cast, we go to phase 2, if we fail.. we die. Simple!

Phase 2:

This second platform is all about soaking the wee plants. Flaming Germination will cause a bunch of small bulb-like things to appear around the room, these are Seeds of Flame and we must run over all of them within ten seconds or they turn into Flaming Trees and kill us. In heroic, when you step on a seed you get a 6 second debuff making you take more damage from stepping on another, so watch your feet! The boss will also be casting Suppressive Ember, which is a heal absorb, and needs to be healed off as soon as possible.

Of course we still have all the normal phase one abilities to worry about, so watch your roots and your dispel circles, and we’ll want to take extra care to keep our puddles away from the boss and the boss away from the puddles, otherwise mushrooms spawn inside the fire and we don’t have enough paladins for that.

Intermission:

Same dance, but with more fire and more Dreams.

Phase 3:

Now he does all the things. Phase 1 and 2 abilities are all active, so use Hero and kill his face!

Fyrakk

Fyrakk the Blazing

Quick Strat:

  • Tank Swap: Fyr’alath’s Mark (2 stacks?), Infernal Maw
  • Healers: Dispel judiciously, heal Kaldorei
  • Dodge: All fire. Flame, Firestorm, Rend, Breath, Devastation, Blaze
  • Handle: Orbs, Souls, Seeds
  • Seeds: Carry to charge, Bloom for Roar, Don’t get hit!
  • Hero: Top of Phase 3


Expanded Strat:

So the critical part here is that Fyrakk is a giant fire dragon thing, and he’s sitting on my new home. Which is made of wood. And if you wipe, it’s not “Poor brave heroes, they were mighty but now they are dead.” it’s “Amirdrassil has burned and now Fyrakk destroys the WHOLE WORLD.” So. That’s something to consider. Three phases and an intermission, Hero is at the beginning of the last phase.


Phase 1

Phase 1:

Keep the Fire away from the Roots of Amirdrassil by never being anywhere near it yourself. Position on the furthest edge and move inwards only when necessary to keep the mechanics on the outside. Tanks need to face him away due to the Fyr’alath’s Flame cone, and swap at low stacks of Fyr’alath’s Mark. In heroic, during all phases you need to watch out for the Blaze debuff, which will explode after 4 seconds and fry anyone it hits. If you catch a Blaze, move out before it expires! It’s possible that Blaze can ruin our Ghostys, so watch that too.

Firestorm will drop 4-9 yard splashy fireballs on us which spread Raging Flames that try to burn the tree, never allow these to fall near the Roots of Amirdrassil. The boss tries to BITE the tree, causing Wildfire, this is raidwide damage and also leaves Raging Flames. Sometimes he claws the Dream itself, causing Dream Rend that does raidwide damage and creates a rift portal. The portal leaks fire damage, so get as far from it as you can and don;t fall in or you will be Incinerated. (And die). And meanwhile he’s busy with his Burning Presence, throwing DoTs around like we’re Onyxia, so watch out for people who have high stacks and get a dispel on them before it gets too much to handle.


Intermission

Intermission:

At 70%, we start the Intermission, where Fyrakk tries to Corrupt the Tree itself. He just stands there channeling a frontal cone of Shadowflame Breath, while hiding behind his barrier shield. We have 30 seconds to get that shield down, or he eats the tree. Of course we can’t just stand there and pew pew, we also have to worry about the Shadowflame Orbs that spawn from the fire puddles behind us. As long as we soak them all, we’re good, but if we miss any he eats em, and then we get a Shadowflame Eruption, which is another stacking DoT and heavy raid damage. If we do break the shield in time though, he stops messing around and goes into dragon form, knocking everyone back with a damage burst.


Phase 2

Phase 2:

Now in phase two, it’s not enough for us to just fight the boss, we also have to help ghosts alive so that THEY can die. The tree is bleeding energy; it’s not going to make it without healing, but alas! our healers are only mortal. Therefore little packs of ghostys will spawn on either side of the leaf we’re on, these are the Spirits of the Kaldorei, and they would like nothing better than to float over to the Tree and sacrifice themselves to heal it.  The healthier they get, the more life they return to the tree, and if you manage to get them to full they gain a shield so the boss can’t just one-shot them on their way in.

He doesn’t want us to do this, so he throws Greater Firestorms down on us, this time with Burning Colossus adds in them. I think he pinched these from Melchezzar. These needs to be tanked, they pulse area damage, and they also need to die before their energy bars get to 100 or they Explode for heavy raid damage and a DoT. Fyrakk himself will also be playing Alien Leaping Games, and will occasionally zoom down from the sky and kill anyone he lands on, so move faster than he does. Damage taken is decreased by distance. And lastly, he’ll Deep Breath Moar, using his Shadowflame Devastation to sweep the platform and fry anyone in the way. This causes Screaming Souls, which have a two second cast called Searing Screams. This will damage all players, ramp up with each cast, and convert any nearby Kaldorei INTO Screamers, beginning the process all over, so kill them fast and keep them off our ghostys. I assume they can be interrupted, so please do.


Phase 3

Phase 3:

Something causes us to move to the final phase, (probably Healing the Tree?) and here the Tree fights back. Use Hero here at the top while we still can. Amirdrassil will drop 6 Seeds that we can use as shields to prevent insta-kill abilities. The seed must be picked up by  player and eventually it will Surge, allowing for a Bloom. Bloom is a shield that protects people in 9 yards by absorbing the fatal damage that would otherwise have gone to your face. But there’s a catch. If you are carrying a Seed waiting for it to Bloom, and you trip on any Shadowflame damage… you just broke the seed. Grats, hero, now it’s a Blazing Seed and instead of protecting us, it starts pulsing fire damage all by itself. Note that you can put DOWN your seed if mechanics are gonna get you in trouble, so keep that in mind.

As before, fire will fall on our heads, dealing splash damage and leaving behind a Swirling Firestorm (yes, it’s a tornado) to dodge; it’s best to drop these at the outer edge away from everything so Seedfolk don’t trip. Fyrakk will do an Apocalypse Roar, this is massive damage and a knockback and needs to be mitigated with a Seed Bloom. Right before the cast, if you use the Seed you can give us some nice lawn to stack in. He will still use Shadowflame Breath, a lethal frontal cone, so make sure you watch out for his face. And lastly Infernal Maw, this one is for the tanks. Swap at low stacks because it’s really high damage!  Since we only have 6 seeds to save us from the Roar, we have to burn him down before we run out of Seeds.

Kazzara

Kazzara, the Hellforged

Quick Strat:

  • Tank Swap: Terror Claws
  • Healers: Wings, Claws, Fragments
  • Dodge: Hellbeam, Fragments, Blood
  • Kite: Rays into Rifts
  • Hero: On the pull


Expanded Strat:

Kazzara is a single phase fight. Tank her where she starts, facing away to help dodge the Beam. She has no other frontal cleaves. Raid spread out loosely 5 yards apart behind the boss. Use heal cooldowns on Wings, and use Hero on the pull.

 Phase 1:

Tank swap on every cast of Terror Claws, which is a standard heavy hit plus DoT and debuff . At 80%, 60%, and 40% she will deal heavy ticking raid damage and make Fragments to dodge. Marked players will drop Dread Rifts at their location, move slightly aside to place these and try to cluster small groups of rifts (3) into the same area to maximize space. Other players will be marked with an arrow, these need to kite their Rays of Anguish over a Rift in order to destroy it before it becomes Relentless. It is highly advised that you pre-position near a bunch of existing Rifts to facilitate this, as once the ray spawns it is too late to run; it already killed you. At 100 Energy, the boss will target a random player and shoot fire at them, this Hellbeam MUST be dodged by all players. Wings is a knockback with an initial raidwide damage burst followed by a small DoT, use healing cooldowns here and don’t get pushed into a puddle. Damage ramps up dramatically with each break point, so plan accordingly!

Amalgamation

The Amalgamation Chamber

(Molgoth)

Quick Strat:

  • Tank Swap: Crushing Vulnerability (p. 2)
  • Healers: Gloom (40 seconds), Void, Eruption
  • Soak: Meteor, Eruption
  • Dodge: Fire, Shadows, Swirling Flame
  • Run: Coalescing Void, Umbral puddles
  • Hero: Phase 2


Expanded Strat:

This fight starts with two Eles. When either reaches 50%, they merge into the actual boss. Like Broodkeeper, we split into two even teams and avoid the other boss. Additionally, the two must be kept 25 yards away from each other or their abilities get buffed. Reduce HP evenly so both get to half at the same time. Phase one has the tanks start with one on each boss, taunting off each other periodically so that the bosses trade places in order to manage raidwide stacks. Hero is at phase two when the flames join and become Molgoth.

Phase 1:

Shadow: Stay away from Moltannia to avoid stacks of Blazing Heat. When Coalescing Void is cast on a player, run out to lessen damage. Run all Umbral puddles out to the edge to drop them, and watch behind you afterward to dodge the Convergence. Shadow spikes will hit the tank and stack, use an immunity to reset stacks when they are too high. This add is better for Ranged players.

Fire:  Stay away from Krozgroth to avoid stacks of Corrupting Shadow. Stack up in the large ground swirls to soak Fiery Meteors, these can (and should) be solo soaked with an immunity when possible. Small swirls also need to be soaked or the raid suffers, this is just Kil’Jaeden all over again. Fire Tornadoes will target a “random” player, and zoom out that way, just dodge these. Flame Slash is cast on the tank and stacks, an immunity will reset this. This add is better for Melee players.

Whether or not we are swapping, it is important to watch their health and get them both to 50% at the same time!

Phase 2:

Use Hero and stack up for group heals, and keep the boss facing away from the raid to avoid being hit by the frontal cone. Shadowflame is also the name of the new DoT, and cannot be prevented, so being hit by avoidable attacks is the only way to keep these low. Gloom will replace the other meteor and needs to be soaked by everyone (or else solo soaked). It will leave a puddle when it is done that you must all immediately run out of. Umbral puddles have become Blistering Twilight, they need to be run out to the edge and will release Tornadoes when they hit. The small swirls from before still exist, and still need to be soaked, but when they impact they now proc the orbs from before, dodge these. The tanks get a new swap mechanic, Crushing Vulnerability, which will hit the tank and debuff them. Swap out whenever you are Vulnerable and ensure you are not hit by the next Shadowflame cone.

Experiments

The Forgotten Experiments

Quick Strat:

  • Tank Swap: Infused Strikes (7?)
  • Healers: Roar (p. 1, 30 seconds), Eruption (p.2, 45 seconds)
  • Dispel: Essence at 15-20, but not during Eruption p. 3 Mass dispel, only when called.
  • Burn: Remnants before Eruption
  • Punt: Anomaly
  • Dodge: Swirlys, Charge, Roar, Breath, Disintegrate, Breath
  • Hero: Thadrion


Expanded Strat:

Like Huntsman, we fight three bosses in succession here, each new one steps in upon the death of the previous. Stay away from tanks. Tank will swap with an enthusiastic chest bump when their Infused Strikes are too high, and Heroism is used on the second boss, Thaldrion.

Phase 1: Neldris

Neldris:

Neldris will mark three players with red arrows and then Charge through them. Charge targets should head to the green flare and make a triangle, everyone else needs to clear out of there. Slam causes large cones in melee, get out of them. When she Roars, everyone should run away so they take less damage. Tanks will need to reset Infused Strikes somewhere around 7 stacks during gaps in the mechanics, as trading the debuff deals raid damage and a DoT. No one but the offtank should ever do this.


Phase 2: Thadrion

Thadrion:

Unstable Essence DoTs need to be dispelled, but not right away because it will simply jump and cause more Adds. Dispel as seldom as we can afford, maybe 15-20 stacks. Move towards the flare to get your dispel, but stay 12 yards away from the raid group and then stack boss on top of the add/s for cleaves. When Thadrion is casting Eruption, it is critical that no adds are present, or we will all take heavy raid damage. Make sure they are all down and do not dispel during EruptionSpew just throws little swirlys around, simply dodge them. Tank swaps are handled the same way for this boss. Use hero at the start here to help manage the Essence problem and keep damage low, this is a priority burn phase.


Phase 2: Rionthus

Rionthus:

Oh noes, it Deep Breaths Moar! Obviously, get out of the way. This happens twice each time it is cast, a straight line down one third of the room, and is pretty fatal. Finish any leftover adds from last phase and deal with new ones. These are not the biggest priority anymore but they do still cause raidwide damage if we don’t manage them. Unstable people should stack on the flare and get a Mass Dispel which we will call for, ensuring that Adds all spawn at the same time and in the same place. Note, the stacks will be uneven the first time, this is intentional. Move the boss on top and kill them, while the next Unstable party assembles on the flare the tanks just vacated. Tanks and Dispels alternate flares each time. Then there’s a dodgeball Anomaly to punt. It tries to get to the boss, you need to intercept it, like with Walking Hal, or he gets a big shield. Disintegrate beams target several players, causing damage, then 16 seconds of splash damage of 5 yards and a slow, avoid these guys. Tanks are still trying to time their swaps to not coincide with anything deadly.

Zaqali

Invasion of the Zaqali

Quick Strat:

  • Tank Swap: Cudgel
  • Healers: Barrier (p. 1, 50 seconds), Slam (p. 2, 35 seconds (25?))
  • Burn: Barrier (Mystic)
  • Dodge: Arbalest, Cudgel, Rubble, Leap, Spear, Roar, Volcanic Shield,
  • Kill Priority: Mystic > Guard > Huntsman > Boss > Climber
  • Soak: Slam
  • Hero: On pull, or on Phase 2


Expanded Strat:

In this fight we need to hold the door. Waves of adds are trying to break in, and if they succeed, we lose! Raid will be split into two balanced teams, and fight on separate platforms until 25%, when we defend from the center again. Hero is either on the pull, or on the last phase when he finishes channeling.

Phase 1:

We start the fight in the center, fighting the boss until he Leaps away, at which point we split into our two platform groups. Stack up all the adds and cleave them down as soon as possible. Cudgel is cast on the current boss platform’s tank, a frontal cone that also creates a bunch of Rocks that we can use to throw at adds. Carry them towards the red flarey columns and use the extra action button to throw them off at the climbing invaders. For each rock location, one player must throw one rock, otherwise the rocks are wasted. At 100 Energy, the boss will switch sides and repeat this process. Make sure no one is in the center of the platform where he is landing, and dodge the lines created by impact.

Adds: These will aggro on the closest player until they are tanked, so healers should avoid the edges of the platform if they don’t want friends.Stun, kick, interrupt and yank these guys to help your tanks out whenever possible, because there are a lot  Mystics summon a barrier that needs to be burned immediately. They also have a dispellable Magma DoT and an interruptible Lava Bolt. Huntsmen only throw spears, dodge these as well as the puddle they leave behind. Guards will Roar, causing area damage, and shoot out Shield beams towards a random player that hit anyone in the line. Wallclimbers must be intercepted and tanked, or they will run straight to the door and wipe us. Any time the door is hit, it causes a permanent stacking DoT.

Phase 2:

At 25%, the boss will jump back to the center, where he will immolate and gain pulsing raid damage while he heals himself. The Cudgel is still a cone, but now it makes fire instead of rocks, so watch out. Everyone should drag all remaining adds together and stack up so we can burn it all down. At 100 energy, he will also start trying to break the door himself with Slam, and we stop him by all (at least 8) of us standing in it, so be careful. Groups 1/3 should try to soak the first of these, 2 and 4 should get the second.This will, naturally, damage everyone standing there and give us a vulnerability to soaking a second one. We just need to finish him off before he wins.

Rashok

Rashok, the Elder

Quick Strat:

  • Tank Swap: Earthen Crush/ Flaming Slash
  • Healers: Heatwave (every intermission, just over 2 min), Doom Flames (2.5 minutes), Searing Slam (35 seconds)
  • Dodge: Lava Blast, Waves, Shadow Lines
  • Soak: Doom Flames, Charged Smash
  • Enrage: 100 energy. Don’t let it happen
  • Hero: On pull


Expanded Strat:

Rashok is a single phase encounter with a repeating intermission. Fight the boss at the side of the room and drag him back to the center when he gets near 100 energy for the intermission. If the boss ever reaches 100 energy, he will enrage and do raid lethal pulsing damage! Hero is on the pull.

Boss Phase:

The boss gets pulled to the edge and we reposition ourselves so that we can always see where the Lava comes from to dodge the Waves. Searing Slam will mark someone with a yellow arrow/circle, meaning the boss is about to jump on your head. This will trigger all existing pools to send out a Wave, so be ready to dodge. Place this mechanic near but NOT IN another lava puddle to maximize space without triggering an Explosion, leading them around the edge in a clockwise direction.  Doom Flame throws out circles that we need to soak, these also leave a DoT, Lava Blast is a front cone, bait it or dodge it. Charged Smash is another soak, but we all need to get into this one together. The DoT from Overcharge is heroic only. Wrath of Djaruun is the tank swap, he will attack with fire and earth and you need to be sure you never take two of the same one. It is critical that we get him back to the center of the room before he reaches max energy!

Intermission:

In the middle of the room is a fancy circle, and if the boss is positioned in the center he will start Heatwave, pulsing raid damage while the circle slurps up his energy and leaving stacks of Scorch for the duration. This drain mechanic is used to prevent the Enrage, we need to stack for group heals and ride it out until he’s back down to zero energy and we can repeat the fight. After the third drain, watch out for the Shatter that will deal heavy damage to anyone within 20 yards. Dodge the Shadows that spawn around him as we wait. When he runs out of energy, he knocks us back and goes temporarily drain-immune, and we then repeat the boss phase.

Zskarn

The Vigilant Steward, Zskarn

Quick Strat:

  • Tank Swap: Searing Claws (~5 stacks)
  • Healers: Blast Wave (35 seconds)
  • Burn: Golems (interrupt Activate)
  • Run: Embers, Destruction
  • Interrupt: Activate
  • Hero: On pull


Expanded Strat:

This is a one phase, one boss fight, full of traps and sneaky positioning tricks. Not being in the wrong place is as important as doing the right thing! A Trap Team of three will be in charge of collecting golem bits and disarming traps. Hero is on the pull.

Boss Phase:

Dragonfire traps begin in their disabled state and the boss will activate them gradually. These have a ten yard fire aura, and if you actually touch one, you get a stackable DoT. They must be disarmed by the Trap Team using the tools acquired from killing the Golems. Golems are busy trying to make new traps by casting Activate, which should be interrupted immediately, these are an Emergency Murder. At 100 energy, the boss will wake up nearby dragon statues around the room, and these will coat sections of the area in fire. This is a very wide cone, so run to get clear. Bombs will appear, these need to be soaked by the offtank or perhaps by Armas or whatever. Needs a physical immunity cooldown. Players who are targeted by Embers need to move 5 yards away from everyone else to avoid splashing them. Watch positioning before Blast Wave to make sure you don’t get knocked back into a trap or an Ember player. Tank swap whenever you don’t like how many Claws you have.

Magmorax

Magmorax

Quick Strat:

  • Tank Swap: Incinerating Maws (1-2 stacks)
  • Healers: Stomp (100 seconds), Roar (45 seconds)
  • Dodge: Blazing Breath, Stomp?
  • Run: Molten Spit
  • Soak: Puddles (3 in each, never during Roar), Lava Ejection
  • Never: Stack to 25 in heroic
  • Hero: On the pull


Expanded Strat:

Magmorax is just the one boss and just the one phase. But he has three heads, so give him some credit for trying. Stand in fire. But tank the boss so that he is never standing in fire. Watch out for the knockback! If the boss gets to 100 stacks, he Enrages and we die.

Boss Phase:

When you are targeted with Molten Spit, step just out of the group near the boss, ten yards apart, and drop your puddle there. Placing these carefully will help us not run out of room, but keep them OUT of the middle for sure. These puddles will grow and clutter up our lives, but unlike a regular Defile, people need to soak these to shrink them, three-ish people in each one. Watch the stacks of Searing Heat you are gaining, and ensure that you never reach 25, or you will be instantly murdered. Try to get somewhere around 10-15, and make sure everyone is participating. Never soak puddles during a Roar. The tank swap here is Incinerating Maws, exactly like every other tank swap in history, and you can swap after one or two stacks.

The boss, however, must be kept out of these, or he will start having a temper fit, so make sure to move him away as often as necessary so that he gets no lava bath. In addition, standing in fire gives him energy, and if he ever gets to 100, we all die. When he Roars, everyone takes damage and gets a cute permanent DoT that will stack across the course of  the encounter, so ouch. Then there will be Lava Ejections, these also need to be soaked but one person in each is sufficient… and good thing too, because soaking these leaves a vulnerability debuff. Don’t soak a second until you are clear of the first debuff.

Magmorax has a front cone breath, it targets a random player, so get out of that. He also has a Stomp knockback that will throw people a pretty fair distance, and this is a platform you can fall off of. Please don’t. This should be easily survivable with proper positioning.

At 30%, we need to focus more on boss than puddles and start soaking only if they’re getting all up in our business. I don’t know why, there’s no specific reason, Probably just the overall ramping damage, lack of anywhere to stand, and hard enrage approaching. At this point we need to stack for group heals and just throw everything we have at the boss.

Neltharion

Echo of Neltharion

Quick Strat:

  • Tank Swap: Calamitous Strike, Sunder
  • Healers: Fissure/ Annihilate/ Destruction (30 seconds) The whole fight.
  • Run: Volcanic Heart, Fissure, Darkness, Corruption
  • Burn: Voices
  • Dodge: Collapse, Rocks, Fissure, Crumble
  • Hero: Phase 3


Expanded Strat:

For this one we’ll be fighting the room as often as we are the boss. It’s a three phase fight and in each phase we try to keep the boss in one of the larger outer sections and then break walls and reposition as needed to counter mechanics. beware the LoS, don’t dawdle or blow each other up. Hero is in the third phase.


Phase 1

Phase 1:

Right after the pull, the boss casts Twisted Earth, blocking off various sections of the room. At this point we’re locked into one of the outside sections. Three people get Rushing Darkness, a blurple arrow on their head. A few seconds later, the boss will zap them with beams, knocking them backwards and breaking any wall they crash into. Run this instead to the perimeter so that we don’t break anything. Anyone with the Volcanic Heart debuff, a red arrow or orange circle, head towards the center of the room and spread out 15 yards to avoid splash damage. there is no need to duck through gaps: you will be out of LoS. The tank swap here is Calamitous Strike, which also punts the tank into a wall and breaks it. We’ll want to swap after each cast, and use the new gap to position the boss for his next Echo. Echoing Fissure creates a zone of death beneath the boss, and deals raid damage as well, damage that is echoed by any previous death zones that have already been created. Watch out for the swirls and the puddles, and try to phase the boss before this has a chance to happen too many times. Pre-position to flee after each Echo.


Intermission:

At 70%, all the walls all break, which hurts, and all the swirlys go everywhere, which we need to dodge or we get stunned. Get back into position as fast as possible to prepare for phase 2!


Phase 2

Phase 2:

At the start of phase two we’ve all just taken a big damage hit from the boss’ channeled ability, after which two of us just can’t take it anymore and become Corrupt. We always knew there was something wrong with these guys. The two Corrupted players become PvP and scary, but as a consequence they are able to see the Void add that the rest of us cannot. There are three adds sitting in corners channeling into the boss, keeping us from phasing him. If you are Corrupt, first run away from everyone (before the Corruption takes hold so that Juranzick doesn’t kill you). Find the adds and then start beating one up to break its shield. If you succeed, the corruption is removed and we can all see the add and attack it. Breaking the add’s shield, however, makes it extra spicy, and it starts pulsing damage until we kill it, so this is emergency murder time.The Heart, Rush, and Wall problems are all still occurring, of course, so we need to keep handling those as before. Meanwhile the boss is dealing ramping up damage from Umbral Annihilation, giving us plenty of motivation to get out of the phase. There are swirly Crumbles, dodge these too. The tank swap is spookier now, becoming Sunder Shadow that lets you actually phase through the wall, whereupon the boss will make a zap line connecting your shadow and your corporeal form and then punt you at yourself like a marmot. This projectile version of you will break the wall for real, allowing folks to pass through. Healers beware, the tank takes a hit when he takes that hit, based on how much health his marmot-self was missing. Tanks need to create only enough holes (two) to allow the raid to get in and attack the Void adds before our windows all close, so position carefully when you have a Wallbreaker!


Phase 3

Phase 3:

In phase three, once the Void Voice adds are down, the boss will cast Sunder Reality, making portals that spawn fixating adds. Funnel these in and cleave them down, they Mutate and get stronger the longer they’re up. The portals are dangerous, but not as dangerous as Ebon Destruction! When this is cast, everyone should go hug a portal. These will HURT, but at least you won’t get one-shot by the Destruction. The portal you stand in will be destroyed by the .. er… destruction, so we need to get the boss down as quickly as possible. If you get Rushing Darkness, make sure you don’t hit any portals! We need every one we’ve got. Same with tanks, we’re back to Calamitous Strikes again, but you don’t want to accidentally smush a portal with your calamity. Hero is in this phase, to try to keep up with the horrific damage and get him down before we run out of dangerous places to stand. The implication here is that you need to be within 5 yards of a portal, but the portals need not be discrete, you may stack multiple people in the same one. As of now, there are way more portals than we know what to do with, so feel free to spread out and thin their numbers.

Sarkareth

Scalecommander Sarkareth

Quick Strat:

  • Tank Swap: Burning Claws (p. 1), Void Claws (p. 2), Void Slash (p. 3)
  • Healers: Glitter Surge (p. 1), Void Bomb/Void Surge (p. 2), Eternity (p. 3)
  • Interrupt: Blasting Scream
  • Soak: Bombs, Black Hole
  • Run: Ascension, Black hole, Eternity
  • Dispel: Duress (Heroic only)
  • Hero: Phase three


Expanded Strat:

Sarkareth is a three phase fight with a massive amount of mechanics. Throughout the encounter, everyone needs to know how to handle Oblivion: ten stacks send you to ghostyworld, collecting all your Fragments gets you out. Not collecting them gets you dead. For phases 1 and 2, it looks like a clockwise kite will use the room best, but in phase three it’s basically astral chaos. Use Hero in the last phase.


Phase 1

Phase 1:

The tank swap centers around Claws… this stacks and deals a burst of damage when it expires, so make sure you swap often enough that the burst won’t hit us all too hard. The boss gives us all a Howl, a knockback which causes certain mechanics to hit extra hard at times, so be aware of that as it happens. Failing a mechanic while Howled will cause raid damage, but we all need to make sure we fail exactly one before the boss casts Glitter Surge to remove our Howl debuff. Disintegrate creates a line that towards its target and anyone standing in that line will be hit. Breath is a front cone with a Dot that stacks, it pulses three times in a row. Bombs come out and create puddles, in this phase they are made of fire and we need to avoid them completely. Embers will fall and knock you back if you are hit. Glitter, of course, is just everywhere and you can’t do anything about it. Just like real Glitter.

Looking at it, it seems we should be dragging the boss clockwise after the bombs come out with everyone staying behind him to bait them out of the kite path and making sure not to crowd the melee. Make sure to angle toward the middle before Howl to avoid being punted off. Disintegrate targets should stand still and everyone else get out of their line unless clearing, so about 5 of us should try to get hit by this line each time it is cast to spread out the backlash damage. Stack up for heals during Glitter. Anyone still Howled when this cast goes off, you’re in big trouble.


Phase 2

Phase 2:

Burning Claws is now Void Claws, and has a healing debuff built in. Tanks will run to Hakabalukia after the swap, as this will splash in 20 yards when it expires. He has a flyby Breath to watch out for as well, get out of the path.  Little adds will spawn from this named Glimmer, and they all start trying to cast Scream, which is a spell interrupt as well as a damage ability, so it’s in our best interest to interrupt and kill these. The boss will continually buff these Glimmers with Ebon Might, and at ten stacks it will become immune to crowd control. Desolate Blossoms are little angry puddles that spawn at random player locations, they make big blue swirls where they are going to appear. It will be good practice to try to gather adds in or near these as we kill them, because in heroic, they have a Rescind effect that will keep healing them which is only countered when they enter a Blossom. (You can dps through it, but it’s harder. Also, they need not remain inside, simply touching the effect will do… but we’re trying to burn them down, not microadjust their positioning). Bombs now look like a darkish blue column of light with a cute little star floating in it. If these expire they will cause a Surge, which we avoid by having a Bomb Team stand in the column, at which point the cute star will attach to their head. The person takes their new star hat into the Ghosty realm by standing in a puddle, and waits there until it expires, collecting their haste buffs to pass the time. There is an additional DoT called Duress that will be on some players and needs to be dispelled, although doing so causes a knockback damage burst, so position and time the dispels carefully.

Most of the above effects cause stacks of Oblivion; some are avoidable and some just part of the encounter. Once you have gained ten stacks of Oblivion, you end up in the Ghosty realm, where you have some number of seconds, possibly 20-255, to find and collect all the Fragments of yourself before you simply perish. Flares floating around in this space will give you haste and a speed boost. To facilitate this, it seems people with high stacks may want to stand in stuff deliberately to push them into the Ghosty Realm. Bombs are your ticket in.


Phase 3

Phase 3:

In phase three, tanks are still trying to manage Void Slash, so healing them won’t be any easier, but it’s also a cone now, so yay. In addition, we can’t actually let it expire or we all take raid damage, so the debuffed tank needs to go run into two Motes to phase and let the debuff fall off inside the Ghosty realm. Infinite Duress is still a thing, watch those dispels. The timing of dispel needs to work around the other mechnaics and the first two may line up with the huge death circle and the small black hole, both of which are not things we want to introduce a knockback to! Sarkareth occasionally pulls an Alien, gives himself a buff, and LEEPS high into the air to crash down on our heads, this is Cosmic Ascension. Don’t get hit by that, obviously. He also throws some Asteroids around that target player locations, we need to stack to bait these to the right location so that we can manage them properly. Once I find the right location, we’ll use a flare there. New this phase is Embrace of Nothingness, where a player is gradually turned into a black hole. As many of us as possible need to stack and soak this with the poor victim, or it’s just too much damage. 8 seconds later, the actual black hole appears, everyone needs to get 12 yards away from that location before the final explosion, which would be fatal. This will also destroy any Asteroid Pillars nearby when it explodes, we use this to keep the numbers down as much as possible while still leaving at least one or two up to LoS behind. Glimmers will drop by, and behave the same way they did last phase including the Rescind so watch for that. Bombs are still doing their thing, only now we need to get hit by Motes to phase them out to safety. Motes are the small grey swirlys and they each give 5 stacks, so two is enough to phase you.

Watch for Scouring Eternity, this is a giant supernova that we need to LoS with those Asteroids from a minute ago. Barrage makes Zoomy Sarkareths blast across the arena like angry kittens, make sure you dodge them. They will have a player targeted and the line will follow that player just like Disintegrate did, they should run it way from the group so that no one else is hit. Heroism will be in this phase.

Eranog

Eranog

Quick Strat:

  • Tank Swap: Burning Wound (~5)
  • Burn: Tarasek adds, Marked Army of Flame add
  • Dodge: Fire, Spikes, Cleave
  • Run: Flamerift
  • Hero: On the pull


Expanded Strat:

Eranog has two phases: one where we fight the boss and his adds, and then a short little break-out ring where we focus down one Flame to create a gap to run through. There are indeed no changes for Heroic. Hero is on the pull.

Phase 1:

Drag Boss off to the side and the raid will gather between the boss and the center of the room, in mid-melee range. When marked with Flamerift circles, run them behind the boss (counterclockwise) and wait for them to fall off, dropping a fire puddle and spawning an Add. Adds fixate on a player, so run them all towards the melee so we can cleave them all together. Tanks will move the boss clockwise whenever necessary as the Flamerift pools encroach upon our lawns. Molten Cleave will target a random player and fire off a cone, dodge that.  Incinerating Roar deals raid damage plus a DoT, dodge Spikes and Swirls. Hero is at the top.

Phase 2:

At 100 energy, fire ele adds appear in a ring, holding hands. Tanks will call out and mark a Army of Flame add just clockwise of where we are fighting and then we burn him down to escape the circle.

Council

The Primalist Council

Quick Strat:

  • Tank Swap: Crush
  • Stack: Meteor Axes near Pillars
  • Run: Conductive Mark
  • Clear: Mark with Pillar, Blizzard with Scorch
  • Interupt: Frost Spike, Lightning Bolt
  • Hero: On the pull


Expanded Strat:

Unlike most councils, these four bosses do not share health. We do still want to kill them together though, as they each throw a temper tantrum when they die, so keep them stacked whenever possible. Clear mechanics with other mechanics and if you’re going to accidentally kill anything first, don’t let it be Opal. Try to keep the raid contained within each zone as much as possible until it is full so that there will always be somewhere to go next. Hero is on the pull.

Embar:

At 100 energy, Embar casts a Slashing Blaze cone at her tank and should always be pointed away from the raid. Her two Meteor Axes target players leaving a nasty debuff so that you cannot stack both. One player should run to the Ranged stack point and the other to Melee, positioned so as to break the most pillars and leave fire in the least awkward spot. All of Ranged and Melee should stack in their respective circles to soak the meteor.  These leave behind Scorched Earth pools which persist for 2 min. If Embar dies first, she casts Burning Convocation, fire damage that ramps up until all others are dead.

Opalfang:

Opalfang has the tank swap, Crush, that debuffs the current target and stacks. Swap after each cast. She also creates pesky Pillars that we want to try to destroy with the Molten Axes because on Heroic they pulse raid damage. Try to bait the pillars out towards the back and the side to maximize our available space and group them up. Opal casts Quaking Convocation upon death, this does Nature damage and is the worst of the four.

Kadros:

Kadros casts interruptible Frost Spikes. At 100 energy, he casts a Primal Blizzard. Make sure to clear your stacks by stepping into fire at about the 5 stack mark. If they reach 10, you will freeze, and need to be broken out.  He casts Glacial Convocation when dead.

Dathea:

Dathea casts Lightning. You can interrupt the single target ones but not the Chain Lightning. She also casts Conductive Mark, we should pre-position so that we are already spread out before this happens. It lasts longer on Heroic, so clearing it is a higher priority.You can remove it by running to a Pillar, but touching another Marked player will refresh the stack, and touching an unMarked player will spread the mark, so it is important that unMarked people stay away from the pillars and avoid moving around so that Marked people can get in and out quickly and safely, one at a time. It is better to take an extra tick of Mark damage than to run into another player and spread it. When she dies, she casts Storming Convocation.

Dathea

Dathea, Ascended

Quick Strat:

  • Tank Swap: Zephyr Slam (2)
  • Burn: Thunder Caller, Volatile Infuser
  • Interrupt: Diverted Essence
  • Dodge: Tornado, Knockback, Cyclone
  • Spread: Conductive Mark (5y)
  • Hero: On the pull


Expanded Strat:

Dathea got mad when we beat her a minute ago, and now she’s evolved. This is a repeating two phase fight on a central platform and one of several satellite platforms, and she spends the whole time trying to make you fall off. Hero is on the pull.

Phase 1: Boss

Phase 1:

There will be Tornados that spawn at player locations, so brace yourself. She creates them all through the fight and they don’t go away. Occasionally they all swap places and if you’re in their path, doom. This will be hard to see.

Tanks will swap on low stacks of Zephyr, a knockback that gets stronger with the number of stacks and will punt you off the platform if you wait too long. She still has Conductive Mark, but there are no pillars to clear it this time, so just spread 5y before each cast. If you get the Mark, stand still and wait 10 seconds, 15 on heroic, for it to fall off. UnMarked people should scoot over to give the Marked ones room to dodge tornadoes if necessary.

Cyclone is a raid yank cuisinart, try not to get dragged through a tornado as it pulls you in, and keep running out of the cyclone effect as much as you can.

Phase 2, Adds

Phase 2:

Infusers will spawn and continually try to cast a Diverted Essence Buff on Dathea. We need to stop that, first by interrupting them and ultimately by killing them, which ends the phase. Tank them next to the edge, but everyone should be positioned so that when he dies, the knockback doesn’t kick them off (think Ner’zhul). Try to time the death so that knockbacks do not occur immediately before Cyclone. For heroic, we need to find the platform the add and all its buddies have spawned on, and then tank and kill the first add on that side. The Flight Crew should stand closer to the edge so that the knockback blows them across the gap to kill the second add. The Home Team needs to be closer to the center so that they fly across the main platform without falling off, then loosely gather up between the two other flares (so they can still receive healing without spreading Marks). These teams swap every time to keep Thunder stacks from becoming fatal. Kill all the little Tempest Callers, and then the second Infuser. Obviously, we then need to use the second add’s death to get back. A new Flight Crew should be used each time. When positioning for the knockback, first be sure you haven’t moved into the launch zone until the Infuser is actually dead. Use the four second window to gather up without risk of dropping Gust swirlies there. Remember to factor in the width of the cone and any hazards you will pass at your current trajectory, as well as any Marks that have gone out. Marks typically do not spawn on satellite platforms, but will do so if there are not enough targets available on the center arena.

Terros

Terros

Quick Strat:

  • Tank Swap: Concussive Slam (2 stacks? Every?)
  • Soak: Rock Blast
  • Run: Aftershock, Awakened, Annihilate, Aftermath, R.. you know what. Everything. Dodge everything.
  • Hero: On pull


Expanded Strat:

This is a single phase fight with a soft enrage when the floor gets full. The fight is rather like Skolex in its rhythm, certain mechanics happen in a predictable pattern and must be managed by careful positioning. Hero on the pull and try finish him off before the fourth Annihilate is cast.

Phase 1:

Everyone should stay stacked on the marked player, in melee, for Rock Blast. The Rock Blast target should NOT move, remaining at the stack point so their circle doesn’t change. If you are targeted with Awakened Earth, move behind the stack point and form an arc along the back and counterclockwise boundary of the circle, leaving a gap at the front clockwise corner for people to exit. People who are not targeted with either effect should move to that front corner so they can exit the Aftershock as soon as they have soaked the meteor. Awakened people spawn Pillars at their location, these apply a DoT. Regardless of which mechanic you get, be prepared to move out of the Aftershocks immediately, and ranged will reposition behind the new melee gather point to avoid and bait the floor pools caused by Shattering Impact. Tanks will need to aim the Concussive Slam so that it destroys half the pillars, and the next Slam should take out the other. This deals raidwide damage based on how many pillars were hit by a Slam. At 100 energy, the boss will cast a giant Annihilation cone, this needs to be positioned carefully like with Denathrius to maximize the amount of room we have left, and then the entire raid moves clockwise to reposition. Beginning after the first Annihilation, once both sets of pillars are clear the raid should reset positioning to ensure that all new Annihilates are next to each other and the room doesn’t get blocked off.

Sennarth

Sennarth, the Cold Breath

Quick Strat:

  • Tank Swap: Web Blast (<5 stacks)
  • Position: All Bursts, Chill and Webs p.2
  • Burn: Arachnids, tragically Webbed people
  • Dodge: Ice Puddles, Plumes
  • Run: Chilling Blast, Enveloping Webs
  • Hero: On the pull


Expanded Strat:

Sennarth has two phases, but it will feel like more than that since she changes location so often. On each platform, position arachnids facing away and make sure you won’t get yanked off the platform by Burst. At the top, stack near the boss when knockbacks are coming. Hero will be at the start of the fight unless we have trouble with the last phase.

Phase 1: Platforms

Phase 1: Platforms

While fighting on a platform, the first priority is to kill the Arachnid. Tank it facing away from the raid to minimize the Breath puddles, which will cause slippy patches. Sennarth also Breaths. If you get Enveloping Webs, you will drop webby puddles beneath you as you run, lead these out of the raid group. Standing in webs debuffs you and if you get 10 stacks you will become dramatically slowed, and on Heroic, entirely Cocooned. The only way to break the cocoon is to Grip and kill a Spiderling on your location. Killing Spiderlings deals 5y splash damage, but that splash removes these debuffs. Gossamer Burst yanks all players inward, but can be mitigated with the sticky webs. Spread out 4y for Chilling Blast, it explodes.


Phase 1: Stairs

Phase 1: Stairs

Periodically, she gets bored and goes upstairs and we have to follow her. Use Warlock portals to skip as much of the ice and stairs as you can! There will still be Blasts and Bursts during the climb, so spread out for the Blast as we run, and then either stack behind the rock, use the Webs, or stay to the farthest edge from the center to avoid being yanked off into space! When we get to the next platform, the phase repeats as before.


Phase 2: Top Platform

Phase 2: Top Platform

Now that Sennarth is at the top of her webs, her abilities are empowered, the stairs behind us are death, and the whole floor is slippy. Interrupt her Apex cast as soon as we all get upstairs. Chilling Blast will leave traps on the floor, but quick and precise potion is impossible here with the ice so pre-positioning on the edges is critical. Webs will now cause a knockback and auto-wrap you after the 6 seconds, so move and stack towards the boss before you expire so that we can reach you. A tank will free you all with a baby spider. Her Burst becomes a knockback instead of a yank, handle that like Denathrius. But hey, at least she stops Blasting the tanks! In Heroic it becomes considerably more important to stack near a Cocooned person, especially a tank, and kill the Spiderlings there to free them.

Grimtotem

Kurog Grimtotem

Quick Strat:

  • Tank Swap: Sundering Strike, Breaking Gavel
  • Soak: Absolute Zero, Thunder Strike, Freezing Tempest, Lightning Crash
  • Run: Searing Carnage, Shocking Burst, Lethal Current, Shatter, Lightning Crash
  • Dodge: Magma Burst, Bedrock, Seismic Rupture,  Molten Rupture, Torrent
  • Hero: Second intermission, until we out-dps it.


Expanded Strat:

Three phase fight where Grimtotem uses the altars to empower himself and summon Eles. If he’s not near any altar, he gets ALL of them, so avoid that. We’ll start with Frost-> Fire in the first phase one, and then do Storm -> Earth in the second, swapping altars near the 15 stack mark. Hero is in the second intermission, until we end up strong enough that we can kill the boss before he phases the second time if used on the pull.

Phase 1:

For this phase you will want to bring him sequentially to two of the Altars to ensure he doesn’t stack any one element too high, as each altar lets him pulse raid damage and it stacks. In heroic, simply approaching an altar gives you a burst of raid damage and the whole raid will get a 20 second vulnerability debuff, so it’s important not to switch altars too fast or accidentally!

Tanks, beware: Sundering Strike is your coney, DoTty, debuffy tank swap, but it also includes a knockback. If you don’t taunt fast enough, the boss will run off to the wrong altar after the tank he just yote. Move him from Frost to Fire immediately after Absolute Zero has been resolved.

  • Frost Altar: Biting Chill is a pulsing raid damage, may need cooldowns. Absolute Zero is two frost meteors, separate targets and stack with each (cannot be soaked together or you Freeze). Three waves of Torrent orbs need to be dodged or they stun you.
  • Fire altar: Avoid fire on the floor, run towards Frost if you get Searing Carnage and towards Lightning if you do not. The swirls from this can be stacked very close together to minimize floor fire, as the projectile is quite slow to land. Dodge the Molten Rupture patterns.

  • Storm altar: Thunder Strike zones need to be soaked by one person each or they do raid damage. Shocking Burst causes players to explode, get out of the raid before that happens. Heroic’s little gem is the Lightning Crash which makes a player zap the closest person to them, causing a debuff which can stack if you are closest to more than one! Get away from each other, and then trade off who stands closest to the target so no one dies. Managing your stacks is really important! Anyone actively soaking a Strike has the right of way, followed by the Zap person, healers, then everyone else.
  • Earth altar: Erupting Bedrock spreads out from the boss in rings, make sure you aren’t in one. Avoid Seismic Rupture swirls, and burn down the adds they create. The swirls are only dangerous when erupting, and do not deal damage when inert, so don’t be afraid to stand on an existing one to layer them, just don’t have two players with active Ruptures stacking on each other. On heroic, Enveloping Earth will create a heal absorb on players that needs to be killed with kindness.

Phase 2:

When Kurog finishes playing with the two altars we’ve chosen, he goes functionally immune and summons Elementals with the power we got him. Killing both breaks his shield and ends the phase. We want to ensure that we do not create Frost and Storm in the same phase 2!

  • Frost: Interrupt Frost Binds, it’s a stacking DoT. Be INSIDE the Frost ring when he casts Freezing Tempest! Kill him first first.
  • Fire: Drops Fire Puddles everywhere, avoid them. The pools spawn Fire Eles that need to be interrupted.

  • Storm: Run out of the group if you have Lethal Current, make sure the target has assigned heals and no one stands on them, despite the boss teleporting there
  • Earth: Tank swap for Breaking Gavel as necessary. Run away with Shatter, and avoid those broken zones when he casts Violent Upheaval. Kill him first second.

Phase 3:

This is basically an empowered phase 1. Hero and take him out before we get overwhelmed!

Broodkeeper

Broodkeeper Diurna

Quick Strat:

  • Tank Swap: Stoneclaws (Phase 2 only)Rending Bite (Add Tank)[/heroic
  • Interrupt: Ice barrage, Static Jolt
  • Dodge: Wildfire, Sentry, Tremors, Boss
  • Adds: Juveniles > Flamebenders > Stormbringers > Earthreavers > Mages > Legionnaires
  • Hero: Phase 2


Expanded Strat:

Ok, this one is different. We split up into two teams, one to start breaking eggs, the other to deal with the adds. These groups have set places to be at any given moment, which is why the spaghetti god has graced us with his noodly presence in the diagram. Each team should stay on their respective lawns, 50 yards away from the other to prevent being targeted with the wrong set of mechanics. After 5 minutes, or when we break the final egg, the second phase starts and we move to standard positioning, boss in the middle raid spread around her to stay clear of fire. Use Hero here to keep ahead of her ramping damage.

Phase 1:

Phase 1: Boss Team

Boss Team: Tank, 2-3 healers, most of the DPS (single target and high mobility preferred). The first tank is focused on the boss and does not get to swap for the tank debuff, so mitigate Mortal Stoneclaw and be prepared for the extra damage! Keep the boss 50y away from the add waves that spawn, but close to any eggs that she is Incubating. DPS, watch for the Greatstaff, and use the extra action button to pick up a beam, then run it through any eggs that are about to hatch. You need to break at least 2 eggs, sometimes 3 in heroic, with each Staff, so be ready! Dodge Wildfire, which splashes in heroic so you need to stay spread out. Heal or dispel the Icy Shouds.

Phase 1: Away Team

Away Team: The other tank, 1-2 healers, and a third of the dps (AoE preferred). These scoop up and burn down adds, which have static spawn points as indicated on the tangled ball of yarn in the image above so you can already be in position waiting for them. Add tank should keep the Earthreavers pointed away from the raid, they have a cone, dodge the fire Sentry, and spread out if Ionized. Interrupt the casters, and adds should be killed in the following priority order: Juveniles > Flamebenders > Stormbringers > Earthreavers > Mages > Legionnaires.

 

Phase 2: 5 min, or all eggs broken

The goal is to get all 24, 28 in heroic, of the eggs broken before phase two starts, and we have 5 minutes to do that, otherwise she keeps making adds in the new phase. We can now Tank swap for Mortal Stoneclaws, which is cast more often and lasts longer in phase 2. Break any Frozen players out of their Shroud, and don’t run over each other with beams as you try to kill the remaining eggs.  Hero is in phase 2, and any adds left standing can be brought to the boss for cleaves once the eggs are dead.

Razageth

Razageth the Storm-Eater

Quick Strat:

  • Tank Swap: Electrified Jaws
  • Burn: Stormlings
  • Dodge: Lightning Strike, Lightning Breath, Ball Lightning
  • Interrupt: Burst, Acolytes
  • Run: Static Charge, Tempest Wing
  • Hero: Final Platform


Expanded Strat:

This fight spans four platforms, three phases, two intermissions, and a partridge in a pear tree. We start on teh central lower platform, then split the raid in two and send each to one of the two side platforms for the first intermission adds. Phase two is on the upper platform, as is the second intermission with its own adds, and the final phase is back where we started in the center. Hero will be on the final platform where we have to kill her off before we run out of room due to the encroaching storm.

Phase 1:

For phase 1 we need to get her to 70% before we run out of room. Stay spread out 8y for Volatile Current, and find and interrupt the Spark if you create one to prevent them from piling up. Interrupting Burst or dispelling Volatile will cause it to despawn, but on heroic it has two charges, so takes more effort to get rid of. If you get Static Charge, back up and drop your puddles outside of the group, but in places where we can use them to negate Hurricanes at 100 energy. This may not work on heroic. Unsurprisingly, she Deep Breaths, so run out of that area.

Intermission: 70% – (all adds die or Vault reaches 50%)

At 70%, she’ll shield and we need to split up to deal with adds, half the raid going to each side platform. Odd groups got right, obviously. Dodge the lightning Devastation. Surging adds have a shield, use a shieldbreaker ability to remove this.On heroic, players with Surging Blast need to get away from the rest before they explode. Interrupt Acolytes, although this gets much harder when they enrage at 30%. Leap to the last platform once all your adds are dead, or before your 100 seconds are up.

Phase 2: (All adds die, or Vault reaches 50%) – Vault Intergrity 0

During phase two, we still have all the lightning abilities from before, with a smaller pushback called Tempest. We also get two new ones, Fulminating Charge, were you need to run away so it doesn’t spread, and Stormsurge, a shield we need to break within 25 seconds or suffer. To do this, we stack up with our respective Charges: everyone will either be a Lightning or a Tornado. You want to be with your own group and you get a buff, but being with the wrong group hurts you and everyone around you instead. Where’s my Thaddius Macro? ShieldBreaker effects are recommended.

Intermission: Vault integrity 0

More adds appear. Kill the Stormlings every time the Stormfiend teleports,make sure they don’t reach him. CC is not particularly effective, focus on killing instead. Try to kill the Stormfiends at about the same rate, because on Heroic the rest enrage when one dies. End the phase positioned towards the initial platform so that you can get knocked back onto it.

Phase 3: Adds die – Boss dies

This platform gets smaller the longer the fight goes on, so use Hero here and try to burn her down before we have nowhere to go. Tanks, will have to contend with Thunderous Blast in this phase, which deals raid damage the harder you get hit. Raza channels a beam at you, and however much damage you actually take from it is how much WE all get slapped with a few seconds later. Use cooldowns to reduce this as far as possible, and never take two in a row because of its debuff. Be wary of the Raider Yank mechanic on Heroic, Magnetic Charge, where she marks a person and then yanks everyone over to their location,messing up everything. The player should get as far away from everyone as possible without walking into the Storm, to reduce the rad damage taken by the blast.

Vigilant Guardian

Vigilant Guardian

Quick Strat:

  • Tank Swap: Pneumatic Impact (ph.2)
  • Run: Refracted Blast (swirlys), Deresolution (beam), Dissolution (arrow)
  • Stack: In Shield during Exposed Core (ph. 1), in center (ph. 2 & 3)
  • Heroic: Kill Defense Matrix
  • Hero: Phase 3 (15%)


Expanded Strat:

This looks like a pretty straightforward fight with three distinct phases. Hero is in phase three.
.
Phase 1:
We fight adds to make the boss come out of his hidey-hole. Fry the Sentry adds, hide in Matrix Force Fields, kill the Defense Matrix to get it to drop its bomb, and have a mobile, raid aware druid punt the into the boss’ door face. Force Fields will also shield adds, so tank them outside when possible!
Phase 2:
Starts at 40%. Stack behind the boss, tank swapping for . people run out of the raid, then stack again.
Phase 3:
Starts at 15% health, and it’s nothing but an emergency murder burn with no mechanics. Hero at the start of this phase.

Dausegne

Dausegne

Quick Strat:

  • Tank Swap: Infusion
  • Soak: Barrage (2 in each line)
  • Burn: Cores, Shields
  • Rings: Don’t take 2 debuffs!
  • Hero: At the top


Expanded Strat:

This one’s another dodge fight, with no clear place to Hero so we’ll do it at the top for now.

We’ll want to tank the boss near the Core adds because these take priority.  Tank swap is determined by the debuff. Avoid the puddles on the floor.

Barrage is a set of three orbs launched at a player. At least two other people (more in heroic) need to stand in that line to help soak it. It knocks you back each time, so do not have puddles behind you when lined up! In heroic, soaking leaves a 45 second debuff, so we split the raid in half and swap.

 At 0% mana, she’ll Dominion shield herself, and we need to burn this shield down fast. This happens up to four times, so we can’t rely on Hero.

After each shield, she casts…wait for it… Halo.  She doesn’t even ask. These start at the pillars, don’t get hit by a second ring until the first one’s debuff has worn off. In general, you may go through the first ring asap and stay near its pillar as a safe spot for the next two waves.

Pantheon

Prototype Pantheon

Quick Strat:

  • Tank Swap: Debuffs
  • Heal: Seeds (phase 2, 3)
  • Interrupt: Bolts
  • Dodge: Critters, Tornadoes, Swirlys, Hand
  • Hero: Phase 3


Expanded Strat:

Pantheon is a three phase council fight, where the last phase combines the first two. Hero is definitely at the end!

Phase 1:

Tank both bosses at the top of the arena. Tank swap after Humble Strikes and interrupt Gloom Bolt. Split up to kill Ritualists asap and don’t get pushed off the platform. If Deathtouched you must run into a Bastion Bubble to get dispelled, one raider per bubble.

Phase 2:

Bosses swap out at 40%. We fight over on the side by Renewal. Tank swap for Wracking Pain, and interrupt Anima Bolt. Dodge the line of critters, and run out of Hand of Destruction. When Seeds appear, they need to be healed to full in a staggered fashion to maintain the heal buff.

Phase 3:

Begins when second pair reaches 40%, and is literally all of the above, so Hero and GL. Tank everything over at Renewal’s spot, dodging everything. Bosses must die together within 20 seconds of each other.

Lihuvim

Lihuvim

Quick Strat:

  • Tank Swap: Deconstruct
  • Synthesis: Stack and burn
  • Motes: Move out, clear with bomb
  • Adds: Acquisitions, (Defense), Degenerates, Guardians
  • Hero: On pull


Expanded Strat:

This one’s a two-phase fight again, boss phase, then adds phase. Hero will initially be at the top, but we may move it later.

Boss phase:

We spend this phase alternately spawning Motes to the side of the group, then clearing them with the Deconstruct debuff. On Normal, this serves as the tank swap. On heroic, tanks swap due to the Resonance debuff which makes them weak to cosmic (Kinetic) or physical (Sundering) damage. This ability has a 2y splash, so tanks can’t be stacked.

Stay behind the boss to avoid the cone Cascade, and make sure you won’t fall into any Motes during the Cosmic Shift pushback.

Add Phase:

At 100 energy, the boss will start to Synthesize adds, like Taserface in Antorus. And just like that we need to kill some before they spawn, in order of yukness. Right now we’re going with Acquisitions > Defense > Degenerates > Guardians. We need to find our add FAST and be standing inside the glowy Shield for this. Degenerates focus beam people and need to be gathered and stunned, while Defense adds give shields to anything still alive and moderately near them.

Skolex

Skolex

Quick Strat:

  • Tank Swap: Riftmaw/Rend
  • Dodge: Retch, Puddles
  • Burrow: ~10 stacks
  • Hero: On pull


Expanded Strat:

Skolex is only one phase, and sounds like a dance to learn, Hero will be on the pull.

Tanks will stand side by side rather than stacked, preparing for Heroic where the tank combo is a cone, taunting for the Riftmaw/Rend combo at 100 energy.

Raid will be gathered behind the boss with three ranged suckers hunters behind the main group to take the extra Dust Blast damage. Dodge Retch by moving clockwise and then repositioning around the ranged team. On Heroic, ranged teams swap at this point with the previous center ranger taking over as the stack point with his two partners and the other three rangers falling back to cover the rear. Melee need to avoid Blood swirls and the Circle under the boss.

When the ranged have 7-10 stacks of the Ephemera Dust, we collapse on the green triangle marked raider to cause a Burrow. (We will have just run out of the cone in a clockwise direction.) We ALL stand in it to reset stacks and buff the boss.  After Burrow, reset positioning relative to the stack point, and resume. Repeat til dead.

The pattern we’ve chosen has us force a Burrow after every second cone attack: Ranged team A out, move for Retch, Ranged team B out, move for Retch, Stack for Burrow, repeat.

Xy’mox

Artificer Xy’mox

Quick Strat:

  • Tank Swap: Relocate
  • Spread: Nova, Traps
  • Burn: Acolytes >  Spellslingers (intermission)
  • Rings: Use portals to avoid
  • Hero: Phase 3


Expanded Strat:

 

This one’s a two phase repeating fight, Hero will be in the final phase.

Main Phase:

Like before, we will have Portals. Non-tank always drops their in the center, tank always drops theirs on the edge. There are also Traps. We will not be minesweeping these, so they all need to get baited to the unused edge of the room. The reason for this is that in heroic they cannot be swept, so we’re just going to have to learn to avoid them.

The tricky part is the Rings. They could come from the outside and collapse in, or the inside and expand out.  We will need to position carefully when this mechanic overlaps with the tank swap.

Tanks swap after each Relocation, which will pull all raid members to the tank’s location. If the raid crosses a portal in the process, they will be snatched up by it. We use this to avoid rings, so tank positioning is critical. Run away from the tank before the TankYank to lessen damage taken. This phase happens three times, and Hero is at the top of the third one.

Add Phase:

At 75% and 50% health, each tank takes one Acolyte (big add) and everyone burns these down asap, cleaving and interrupting the other Spellslinger adds. Dodge stuff til all adds are dead and the main phase resumes.

Halondrus

Halondrus the Reclaimer

Quick Strat:

  • Tank Swap: Beams
  • Punt: Orbs
  • Run: Missile, Panquakes, Cutter beam on heroic
  • Dispel: Prisms
  • Hero: Phase 3


Expanded Strat:

Hal’s got three phase ones, separated by a invigorating stroll. Hero is in the third boss phase.

Stationary Phase

Stationary Phase:

For the boss phase, spread around Hal in a circle to punt Orbs back away from the boss.  Tanks swap after each Beam, making sure to aim it at one of the shielded orbs each time. For Missiles, scatter to the edges to drop our Panquakes. Dispel all Prisms, preferably in front of an orb path, so that the slow zone it creates will help us keep orbs under control,  and when he shields with Reclaim, dps that down without getting slurped into the fire in the center. In heroic, it is important to punt as many orbs into the slow zones right before the Reclaim phase so that we don’t take too much damage.

Lastly, heroic adds a cutter beam that slowly rotates around the boss, leaving some gaps in the first phases but completely blocking the inner path in the last phase. Make sure that the raid is split on both sides in phase three, with the tanks at the back right in front of the advancing cutter!

After the second Relocate, we Hero and finish him off before the orbs become too much for even Rommy to handle.


Walking Hal phase

Walking Hal Phase:

At 78% and 45% Hal moves to a new arena. It is critical for us to stay together and not fall behind! Tanks take heavy Lance damage as they move, so the raid should all be moving together in front of the boss’ kite path. Run Missiles to the edges in front and behind, making sure to leave gaps so we can get back to the boss! Pre-position for Shatter so that your backs are to a wall, or you could get knocked off the platform.

Anduin

Anduin

Stars

Quick Strat:

  • Tank Swap: Zeal, Reap
  • Soak: Barrier
  • Dodge: Stars, Blasphemy, Marching Men
  • Interrupt: Grim
  • Heroic: burn Monster
  • Hero: 1st intermission


Expanded Strat:

Anduin is effectively an end boss, he’s much more like Arthas than he is like Slushfish or Painsmith. We’ll call it a three phase fight with two timed intermissions. Hero is on the first intermission.

Phase 1:

The raid is split into two, with one half getting Banished at a time. Outside, you fight Anduin, while inside you try to increase his Willpower by killing his Despair and healing his Hope.On heroic, the Hope adds need to be dispelled before they receive any healing. This happens twice, once for each half of the raid. Tanks will swap right before they get Banished, as well as regular swaps to keep Zeal stacks low.

Dodge the Stars that target you and fly outward to the edge then back in again.  When Blasphemy is cast, spread out fast so that no circles overlap at all. After the colors appear, pair up so that one yellow and one purple meet and hug to remove both debuffs. Stack in the Barrier whenever it appears and heal the heck out of everyone to clear it.

Intermission:

This phase is all about doing as much damage as we can to the Remnant while cleaving and managing adds.On heroic, when the adds are killed, they explode in little blue swirlys you need to dodge while somehow still staying stacked. It is important to stay grouped up, or the adds will leap everywhere and we won’t kill them in time. Use Heroism here, and Tank swap after every Soul Reaper. Also in heroic, we get a new add, the Monstrous Soul, which spawns a few seconds in and begins to Detonate at 30%. Emergency Murder this add; detonation is not recoverable.

Phase 2:

Hug Circles have been replaced by Grim adds, these need to be CC’d when they spawn, and then killed in order, beginning with skull and moving clockwise. Interrupt all Terror casts. Never point a Star at these! A Star hitting a Grim makes him immune to both crowd control and interrupts, and will basically finish us.

Intermission:

Same as before, but you now have Marching Men to dodge like in Coven. This is particularly brutal in heroic, where you have to stay stacked to cleave, dodge the swirls, dodge the Marching Men, and still somehow do enough damage to kill the Monster before he Detonates.Move as a group following the marked player and make sure you’re out of the middle when phase ends!

Phase 3:

Stack for heals during Hopebreaker, then spread out again. Everyone will get targeted with little black circles of Hopelessness which is cleared by standing in the Beacon circle. Do this in small groups of 2-3 so the Light raid DoT can fall off between groups. There will not be enough of this for everybody to clear more than twice in heroic, so be mindful of any way you can remove the debuff on your own!

Rygelon

Rygelon

Quick Strat:

  • Tank Swap: Corrupted Strike
  • Slow/Burn: Quasars
  • Stand: Circles
  • Soak: Cores (inside)
  • Hero: At the top


Expanded Strat:

Rygelon is a two phase fight, in the sense that there is an outside and an inside. But really only the outside has any point to it on normal. Tanks swap on every cast of Wound, and Hero can just be at the start.

Boss Phase:

Phase one has us managing mechanics while attacking the boss. We can Hero off the top, it’s not really relevant. Quasars will spawn and try to get to him and we need to slow and murder them.In heroic, they are much less susceptible to to slows, so watch out! These must not reach the boss, or we take a ton of damage. Upon death, they leave a Collapse pool. Each person with the Eclipse debuff needs to clear it by stepping in a pool, one per person.The pools will disappear after someone uses them. Stagger Quasar deaths to allow enough pools for the whole phase.

Cosmic Cores are now added to the fight, and they float down from the ceiling, target the closest player, and continually zap them with damage. This can get to be a lot, so if you’re getting low, trade out with some other victim by getting further away from it than they are.

Unstable Matter orbs need to be pre-DPS’d down to ~20% by a single target DPS, then killed off just before the boss reaches 100 energy; timing matters! Massive Bang must be in process when the orb goes down, or no circles appear. When the boss is still casting, everyone needs to step into a little white Circle left behind by the dead Unstable Matter, again one per person, to escape Certain Doom. This takes you to the Singularity phase. Try to stick to the script so we don’t double up, because it is 100% fatal.

Singularity Phase:

There’s nothing to do in the singularity phase except stab and heal. Until you get to heroic, that is! Here, the raid must quickly stack up on the Core closest to the boss, which will make it gradually lose health. Just before it dies, everyone needs to run to the second core and stack there while the tank remains behind to soak the deadly Explosion with a cooldown. Full dps should still be on the boss during this process. And then it ends and we’re back to phase 1.

Dreadlords

Lords of Dread

Quick Strat:

  • Tank Swap: Claws
  • Bugs: Stand in Fear
  • Dodge: Floor Bugs, Clouds, Fear
  • Adds: Kill when Corporeal only
  • Specials: Stack for Darkness, group for Dreadlords
  • Hero: First Darkness


Expanded Strat:

Dreadlords is long, but a lot less complicated than it reads. There’s only one phase, and Heroism will be used the first time Mal’ganis casts Darkness to take advantage of their vulnerable window.

Phase 1:

Tank swap after every Claws on the Mal’ganis tank, keep the stacks of Anguish from Kin’tessa in the 2-3 range. Claws cleave. Reposition the bosses in a clockwise direction as the ground around melee gets too crowded with Clouds.

Ghosty adds will spawn and try to cast to heal themselves. LET THEM. Once they have reached full, they become Corporeal and this is when you hard swap and kill them off.

The bulk of the fight revolves around the interaction of Bugs and Dread. The green Bugs circle will jump from one player to another within 5y, so raiders need to create a wide arc and pair up to swap this between them, managing stacks until a Dread circle is available. Never take more Bugs until the previous debuff has worn off.

Other players will get a large purple Dread circle. They take this to the center of the room and wait for Bugs players to cross into the area. Anyone NOT Bugged who stays in the the circle will be feared, so always leave a path for Dread people to get in. When Dread removes the Bugs, they become Floor Bugs and travel outward along the floor, infecting anyone who touches them.The number of bugs increases dramatically as time goes on and the size of the sleep puddles increases. Watching where you stand was always important, but it will get real scary real fast here if we don’t!

Each boss has a special ability when they reach 100 energy. On heroic, they get progressively stronger each time they use this ability. Mal’Ganis casts Darkness. Stack for heals and use cooldowns here, as the bosses are taking extra damage, using Hero on the first one.  Kin’tessa gives five players the Paranoia to see hidden dreadlords… shadowy overlays of a flappy demon attached to certain players. But two of these five ARE dreadlords in disguise. Find and announce players who have a Dreadlord on them, keeping in mind that two of us are lying about it. When three people confirm the same target, we know it’s a real fake, and we kill them. Repeat these mechanical until the bosses die, keeping their health about the same so that they can die together, because the first to die will Rampage, causing increasing raid damage.

Jailer

The Jailer

Quick Strat:

  • Tank Swap: Martyr, Pillars, Chains
  • Soak: Tank combo, Azeroth soak,
  • Runes: Bomb (ph.1) Mind Control (ph.2) Stack (ph.3)
  • Run: Torment, Bomb, Defile, Swirlys, MC, Lines, Chains, DEFILE
  • Hero: Phase 3


Expanded Strat:

Well, that looks like an unholy mess, eh? The goal of the fight is to manage the pillars while a) not getting knocked off the platform and b) dodging and soaking the right stuff. It’s got three phases, different stuff added to each one, and Hero is in the last phase.

Phase 1: Lasts 3 minutes or until we run out of holes in the ground.

Tank swap is after the Martyrdom combo. Stack on the tanks to soak Misery, taunt after the combo is finished. If you get Chains, you run away.  For Domination you all LoS behind a pillar or get MC’d. 5y spread for Torment, and when you get a Rune on your head, you jump into a hole in the floor or you will blow everyone up. In Heroic, the various pillars sometimes make Lines connected to each player, simply make sure you’re not standing in anyone else’s.

Phase 2: Another 3 minutes or until Jailer wins at Tic Tac Toe.

Tank him near the center, but be flexible  and adjust to pillar spawns. Tank swap for Shatter and run to break a Pillar with the Shatter cast to prevent tic tac toes. When you get the Rune on your head, stack in the center of the room to be slowed and stunned, break the MC before they lemming. Torment leaves swirlys now, and dodge the giant blue Decimator lollipop.

Phase 3:  Once he gets to the middle and casts, it’s over.

Tank swap is when Chains are cast, tank and two others must run away to break them, but stagger the breaking. Stack in the Desolation beam or he destroys Azeroth; cooldowns go here. The Runes this time need the raid to evenly stack on our two targets to split the damage. Don’t stand in fire, or swirlys or beams. Most of eth fight you stand in the melee circle, moving only for mechanics. Adds now spawn from the Torment puddles and chain cast bad stuff. These must be grouped and killed fast, interrupted if necessary. Position the puddles to ensure we can cleave these down!

And so help me Koala… Defile. No. In fact, GOD no. Because on heroic, this is a proper Defile, like Arthas Defile. With all that implies. So. Much. Nope.

Tarragrue

The Tarragrue

Quick Strat:

  • Tank Swap: Overpower
  • Dispel: Dread (players), Fury (boss)
  • Chain: LoS with Heart
  • Mandatory: One player with Ever-Beating Heart
  • Forbidden: Ten of Towers, Lumbering Form
  • Hero: Enrage (10%)


Expanded Strat:

Tarragrue is a one phase fight with the boss tanked central until he enrages at the end and cannot be reasoned with. Hero could go at the pull, but we’ll start with it at the enrage for safety.

Phase 1:

Powers all come from the four big add things in the extensive Tarragrue Trash, and can be cleared (for a chance at better ones) at a Pillar around the edge if absolutely necessary. At least one player must take Ever-Beating Heart so that we can protect the Chain targets. No players should take either Ten of Towers or Lumbering Form; these can backfire and kill your teammates.

Tank him central with the raid spread 5y to keep from Fearing each other. Make sure you don’t stand near Blue. Heart player stands between Blue and the boss, Chain targets hide behind them at the flare. Run and stack in the safe zones for Mist until the ground is clear again. At 10%, he Enrages and you just have to outlast it, use Hero here while learning the fight and move it to the pull once he’s on farm.

On Heroic, he introduces Remnant circles that need to be soaked by a player.

      • Might:  Increases Physical damage taken. Soak it unless you are a Tank or the Heart
      • Echoes: Increases Magic damage taken. Soak it unless you have Grasp of Death
      • Heat: Applies a DoT. Soak it unless you have Echoes

Eye

The Eye of the Jailer

Quick Strat:

  • Tank Swap: Deathlink, 2 stacks of Lance
  • Run: Beams, Swirls, Puddles, Desolate
  • Dispel: Sloth from ranged or casters
  • Heroic: Stack on Abducted target, Burn adds
  • Hero: Third Boss phase (enrage)


Expanded Strat:

Tanks and raid stay central, splitting in half to the sides when the Eye adds spawn. Hero will be in teh final phase.

Boss Phase:

Raid should form a casual stack in the center in front of the boss with ranged right behind the tanks and melee. Run together to Blue or Green and use the extra action button to jump over the Glare beam that starts at one flare and sweeps the room. If you get hit by a Swirl, three little Ghosts will appear and you must run over all three to get back to normal. In Heroic, an extra winged Abductor will target someone and attempt to pull them forward off the platform. Stack on the player and everyone runs against the pull until the add is yanked out of the sky. Tank and kill that add, swapping at 2 stacks of Lance, and then get back on the boss.

Split Phase:

Raid splits to each side during phase to kill Eyes, these must die at the same time. Tanks will be kiting the Eyes backwards along the outer edge, so position accordingly. Do not drop Misery puddles behind the tank. If an Abductor is still present, one tank will take it with them to the side and DPS should kill this add first before attending to the Eye. Eyes must still die together, so adjust DPS to account for this! Once they die, the Boss phase begins again. Use Hero after the second Eye phase, when the third Boss phase begins.

Nine

The Nine

Quick Strat:

  • Tank Swap: 3 stacks of Strike (Kyra) or Pierce (Skyja)
  • Interrupt: Song, Adds
  • Soak: Small purple circles, big white swirly
  • Run: Big purple circle, small white circles, grey lines, black mini-boss circles, Link.
  • Dispel: Fragments
  • Hero: Adds at 10%, 15% on heroic.


Expanded Strat:

This is basically a single phase with two pre-bosses and then the real one. Tank them together at the north side of the room, repositioning only for Bubbles while the raid stays central. Hero when the adds are low and the boss joins in.

Pre-Boss:

Both Kyra and Signe need a tank, swapping to after 3 stacks of Strike when the previous ones fall off. Interrupt Signe’s Song of Dissolution. When Adds spawn, interrupt and pull them into melee to burn them down. If a black circle Rage tries to pull you inside, run out of it; if it is Refrain and tries to push you back, run inside its border. Meanwhile:

    • Eternal Blade makes lines, dodge them
    • Falling Strike makes four small purple circles, one player soaks each
    • Mighty Impact is a giant blurple circle, run it out of the raid
    • Mournful Dirge makes small white circles, spread them out
    • Crushing Gaze is a large swirly, stack inside
    • Bright Aegis is the giant bubble, tanks need to move the boss

Adds should reach 10% , 15% on heroic at about the same time, which causes the real boss, Skyja, to fly down and fight us. and Pierce

Boss:

Once Skyja joins in, Hero and finish off the two mini-bosses quickly. The new mechanic here is Fragments of Destiny, which marks three people at a time. Fragments need to  run quickly to the flare and wait for a dispel, then run back to the group. Tanks are now swapping at three stacks of Pierce Soul instead, and watching for the Aegis to move the boss. In Heroic, Skyja has two other tricks during her phase, one being Recall, where she simply repeats the last three abilities, just handle them the same way you did before. Of more concern is the Link Essence, which marks several players and links any damage they take. Linked players should step away from the raid stack and avoid doing any mechanics tasks until their Link fades.

Ner’zhul

Ner’zhul

Quick Strat:

  • Tank Swap: Suffering
  • Dispel: Malevolence
  • Dodge: Swirlys, Cones, Suffering, Edge of Platform
  • Orbs: Burn and punt
  • Hero: Top


Expanded Strat:

Tank them in the middle of the room, moving only to tag orbs. Raid positions roughly central, moving to handle knockbacks. Hero is at the top.

Phase 1:

Hero right off the bat before we have a chance to fall off the edge. The real tricks here are Orb management and Malevolence ping pong. Tanks will be using the boss’s frontal attack Suffering to remove the shield from the orbs, so one should ever be in line with the tank! Once they are targetable, kill them and one enterprising raider should punt the off the edge so they stop spamming us.

Malevolent raiders need to run to the outside for dispels while everyone else stays in the middle on same the half of the room that the flare is in so that we don’t get punted off the platform. On heroic, two Malevolences go out at a time. The first person should go to the marked spot as usual while the second person hangs out just off center with the rest of the team to await the coming knockback. As soon as we get punted, person two runs to their marked location, and we all get punted back. Be aware that the dispel now leaves a Puddle behind, so the Malevolent targets will need to rotate clockwise from the initial flare location.

Dodge all the Swirlies, which silence you, and Cones, and watch out for the heavy raid damage Shatter at 80%, 60% and 30%.

 

 

 

Dormazain

Dormazain

Quick Strat:

  • Tank Swap: Ruinblade
  • Dodge: Torment, Swirlys
  • Shackle: Break staggered in rotation
  • Adds: Stack Brands, burn
  • Hero: On pull


Expanded Strat:

Ugh, why. Ok, so. Dorma. Tank him kinda where he is, cause nothing makes any difference anyway.

Phase 1:

Everyone should be at the top of the room, but they won’t be. Break Shackles in staggered order that takes forever to assign and then we don’t do it anyway. Adds must be gathered, interrupted, and killed (cc if no other choice, it will just keep breaking) along the center line, if you can. But you probably can’t. Brands should run to the middle. Stack these on the adds. Yes, on top of each other.  Good luck moving to the safe spot for Torment and Torment Eruptions. Now the safe spot moves at random.

Wow, someone’s RL was really unmotivated writing this one!  >.>

 

Painsmith

Painsmith Raznal

Quick Strat:

  • Tank Swap: Blackened Armor
  • Avoid: Chains, Spikes, Swirls
  • Burn: Spiky Balls
  • Heroic: Traps, controlled break
  • Hero: Third Boss phase


Expanded Strat:

Painsmith gets tanked in the middle facing the corner. Raid stands together just outside of the melee circle unless Chained. Hero is in the last phase.

Boss Phase:

After each Armor, tanks swap and run to the top corner to get hit with Weapon, provoking a set of floor Spikes based on phase. Dodge these as they advance by moving through the space they have just vacated. Chained people need to move out of the group or they will punt folks everywhere, including off the platform or into another mechanic. When Spiky Balls spawn, reposition and kill the one in the center. Unchained folks must run through the gap immediately so Chains can follow after. In Heroic, Traps will target several players. These need to be run to the Trap Zone and dropped off there for our minesweeper to break in a controlled fashion. It is important that the Trap targets drop their traps BEHIND the tank’s spike wave so traps don’t break early.

Spike Phase:

Twice during the fight the boss will leap away and throw successive Waves of advancing spikes at us. Find the one square Gaps to move through them safely while dodging the fire Swirlies that spawn where people are standing. After the second time this happens, we will use Hero as soon as the boss returns.

Guardian

Guardian of the First Ones

Quick Strat:

  • Tank Swap: Sunder
  • Run: Bombs, Orb, Beam, Meltdown
  • Stack: Protocol, DK bubbles
  • Heroic: Obliterate
  • Hero: On pull


Expanded Strat:

Guardian is tanked in the middle. Raid stacks up beside each pillar, running clockwise to the next. Hero is on the pull.

Phase 1:

The raid will need to stack up beside each the three Pillars in turn while the boss is tanked in the middle, adjacent to the current raid stack but facing away. Tanks must not be stacked, because the tank swap, Sunder, cleaves. Hero works here once we’re in position. Make sure to move out of all the Beams, and it is advisable to dodge the Orb; it silences you but it generally is more of a nuisance than a threat. Bombs need to run away, separate from each other as well as the raid. When the boss begins his Protocol procedure, we’ll need to stay stacked within our Bubble no matter what, so it’s imperative that the group is right up next to the boss to leave room for for the Bombs to spread out inside the safe zone without killing each other.

Protocol is a hard hitting boss ability that he will repeatedly cast until we drag him into the Bubble with us. The fewer of these we take, the better, so it would be be best if the tanks can reposition him after the second Protocol just before he begins the third cast. Once we’re all in there, we have a short amount of time to DPS before the Pillar starts to Meltdown, and we all have to flee to the safety of the next Pillar. Once all three are exhausted, it’s just a race to the finish to make sure we kill him befire the damage is unsustainable, smart use of Deathknight bubbles and healer cooldowns are advised!

In heroic, the boss’ Obliterate ability is a massive damage strike against the current tank and anyone near them, and is cast twice in a row, leaving a hefty vulnerability. The actual way to handle this mechanic is to split the raid in half and have each half stack with their tank for one cast of Obliterate, sharing the damage and nobody dies. Instead, we prefer to have the tanks use some magic mitigation cooldown to soak the damage solo, and then we rez them afterward.

Fatescribe

Fatescribe Roh-Kalo

Quick Strat:

  • Tank Swap: Destiny
  • Run: Beams, Bombs, Mothballs
  • Burn: Adds
  • Rings: Stand on the RUNE to move it if you have Affinity
  • Hero: Top of last phase


Expanded Strat:

Fatscribe is tanked nearish the middle with the raid loosely spread in a druid circle. For Rings, everyone stacks on edge to kill adds while Rune Runners lock the wheel in place. Hero in the past phase.

Boss Phase:

Tanks swap after each Destiny, and run away to spawn the add then kite him back through the boss, staying 10y away from him. Everyone else needs to slow and kill the Shade when it appears, ensuring that it dies near the boss location so that we can sweep up the resulting Anomalies with cleaves and AoE before the next add arrives. When targeted by Eternity, you become the bomb, so run it out to the perimeter and wait for it to drop off. In Heroic, it will leave an echo of itself behind that explodes the next time bombs go off, so spread these out and watch where you run. Beams begin on one side of the room, but will cut clear across the entire room, so mind your positioning! They are also bigger than you think. Best plan is to stand three rings back on the leading edge of a visible beam, that will always be safe.

Rings Phase:

At 70% and 40%, the boss will phase and begin the Rune dance. We all get pushed off to the edge and some of the Rings in the room begin spinning to indicate they are active. Each active Ring contains a glowing Rune (a little squiggly mark) and a glowing Socket (looks kind of like brackets). We have 60 seconds , 45 on heroic!,to move all the Runes to their Socket or we die. Meanwhile, two Adds appear that must be interrupted, and nasty Mothballs float inward from the edge and outwards from the center that need to be dodged.

Runes move when People stand on them (Sockets never move at all), determined by the number of people present. An odd number of people will move the Rune clockwise and an even number move it counterclockwise. In all cases, a single player should expect to stand on and stay with each Rune until it reaches its target UNLESS the socket is clearly visible less than a quarter turn in the opposite direction. In that case the first person must stay near but not on the rune and call for a partner (remember, if you stand on it alone, it will move clockwise instead). To facilitate this, we have the FLARES set on the rings in rainbow order starting with red in the center so you can call what ring you have handled or need help with.

In Heroic, the only people who have the ability to interact with the rings at all are those randomly chosen to receive the Affinity buff. These people must immediately run out to handle runes while everyone else deals with the adds, whether they enjoy this task or not. The Rune phase is also shorter in heroic, so you have fewer people needing to do the same job, faster. No noodling around! After the second Ring phase, we’ll use Hero when the boss comes back. Be aware that in this last phase, we will have Ring phase and Boss phase mechanics, so RingRunners still need to be ready! Failing Rings at any point is a wipe.

 

 

 

 

 

Kel’Thuzad

Kel’thuzad

Quick Strat:

  • Tank Swap: Soul Fracture
  • Stack: Blast, burn phase
  • Burn: Tank adds, KT in burn phase
  • Position: Skellies, Spikes, Echoes
  • Dodge: Beams, Swirlys, Spikes, Ice, Puddles
  • Hero: Final boss phase


Expanded Strat:

Am super fond. This guy makes me happy because we rocked his frozen lich socks, definitely my favorite fight in here cause we worked super hard on it. Two phase (repeating) fight. Tank him where he stands, everyone else grouped nearby. Hero is in the final phase.

Boss Phase:

Proper positioning turns this fight from a chaotic nightmare into a satisfying kill. Tank him in the north middle while the raid stacks up just below, moving out of ice patches when necessary but otherwise staying together to facilitate the SLOW ZONE. All Echoes (green circle around you) run off to the left of the room and stand close together, while all Spikes (icy arrow on head) run to the right and spread out. Echoes will create a zone of silence where they land, and also spawn a Skelly, which we will then be funneling towards the raid in the center with slows and roots. Spikes will create a Spike in the player’s location, which must be DPS’d down in a staggered fashion and left to expire naturally. One player will be assigned to handle Spikes and call for murder when necessary.

Tanks will be swapping every time Soul Fracture is cast, which causes three copies of the tank to spawn around the room. The tank is literally useless while these Tank Adds exist, so this is a hard swap, all DPS switch to these immediately. Interrupts are good if these try to cast. Blast targets a player with a white floor swirly, this is a meteor and must be soaked. After it casts, everyone is rooted in place, and should free themselves immediately so that Mass Dispel can get the ones who have no self-escape.

Skellys fixate and should be rooted and slowed and left alone to pile up in the slow zone so that when the moment is right, we can AoE them down in a pile. Kel’Thuzad will periodically Rez all dead things as minions, so we don’t want to kill them early or they will just come right back. We also don’t want to kill them out of position, or they will explode when they touch their target. If any raiders are dead during this cast, they will come back MC’d, every time, so being dead is not preferable, especially if you are Latty. If Latty is MC’d, Emergency Murder.

Phylactery:

At zero health, the boss will retreat and hide in his Phylactery, meaning we need to split the raid to deal with that. A few DPS and healers go inside with the extra action button, the rest remain out to deal withe the adds until the boss returns.

    • Inside: Away Team will run to middle and go inside with the extra action button. Inside, do 40% damage to the ghosty within the 45 seconds before he breaks everything, and then use button again to leave. Dodge green Swirlys and white frontal Beams.
    • Outside: Four adds spawn.The Aboms need tanking, the Banshees need interrupting. Dodge the giant Beams from the big fellas and, optimally, get all four really low to ensure their death coincides with the Away Team’s return. Phase 1 then repeats. If the adds are killed before the Phylactery team finishes downstairs, we have 10 seconds to catch up or KT will Rez them… stronger, and uninterruptible. This is bad and should be avoided, primarily by bringing Banshees to low health, then ignoring them while we whittle away the Aboms. Kill them all off together as the Phylactery team emerges.

He will do this three times, and upon emerging from the third Phylactery he is in the final burn phase. This is where we use Hero. Ice will slowly and continuously devour the floor, and we need to kill him before we run out of room. If we have any Banshees still up, kill them fast because we have to have full uptime on the boss during this phase. Everything else will need to be tanked or die to cleaves. Move as a stacked raid group to soak the Blast circles, cause if you get left behind, you’re dead.

Sylvanas

Sylvanas

Quick Strat:

  • Tank Swap: Wailing Arrow
  • Avoid: Darkness, Scream, Rive, Wave, Raze
  • Burn: Arrows, Adds (Orbs > Souljudge > Summoner > Goliath)
  • Interrupt: Ruin
  • Soak: Bane puddles (tanks only, ph. 3)
  • Hero: On pull, and again in last phase at start of whatever platform it’s available

Expanded Strat:

Phase 1

 

Phase 1:   On the platform, spread loosely central and mechanics wisely.

  • Tank Swap: After each Wailing Arrow, run it out. Raid, be someplace else.
  • Darkness: Giant black circle, run out of it immediately. Leaves a heal absorb if you fail.
  • Barbed: This is a DoT, randomly applied and stacks. Clear it with Chains if you have 3 or more.
  • Chains: Removes the DoT. Get chained by standing near the dark swirly then run against the pull. Break people out immediately. Touching the swirly where the arrow landed is fatal, so don’t stand TOO close and don’t let it drag you all the way in!
  • Intermission: Break all arrows FAST, then dodge all the things. No dps, just stay alive.

Hero: On the pull


Phase 2

Phase 2: Chasing the NPCs across sneaky bridges. Stay together and focus fire big adds, do not fall through the floor! Take that extra second to be sure there is a bridge where you are stepping, seriously.

  • Ruin: At the start of certain platforms. Must be interrupted or we wipe.
  • Scream: White circles, spread out. Interrupts casting, so watch out!
  • Haunting Wave: Dodge the little slashy waves.
  • Darkness: Still exists, but smaller and targeted on players. Run away!
  • Adds: Big ones must be focused down! Cleave small ones as we go. On Heroic, there are two big ones per platform.
    • Souljudge: Will keep debuffing people til you kill it, dispel lots. This is the first add to die.
    • Summoner: Makes Orbs, kill these before they explode. Orbs are first priority target.
    • Goliath: Needs tanking, swap to keep Fury low. Lowest priority.

Phase 3

Phase 3: On a series of platforms, spread out carefully and don’t get left behind. Do not stand on the jumping edge unless you are jumping, do not stand in the tanks’  puddle corner. Get her to 50% before we run out of floor.

  • Bane: This leaves puddles where you stand. Touching a puddle picks it up and debuffs you, offtank needs to gather and reposition puddles to the unused edge with a dispel, TRY to get them back here from the next platform when possible. Never drop these in our exit! It is critical that no player has any stacks of Bane when Fury is cast!
  • Wailing Arrow: You have only seconds to get away and explode, use the next platform then come back.
  • Darkness: Targets players, everyone needs to get away from you.
  • Scream: White circles, spread these out. They still silence you.
  • Raze: Makes platform uninhabitable, bail to the next one counterclockwise.

Hero: Again as we move to a new platform in Phase 3

 

Shriekwing

Shriekwing

Quick Strat:

  • Tank Swap: Bite
  • Run: Echolocation
  • Dodge: Sonar, Screech, Boss
  • Hero: On the pull


Expanded Strat:

Two phase fight with the raid off to one side and tanks and melee on the other. Hero off the top.

Phase 1:

For this little bat, we tank her on the far left wall, melee just behind and rangers stack up on the blue flare. Hero is on the pull. Tank Swap is after each cast of Bite, which reduces all healing. Have mitigation and health up before the cast, then wait for it to fall off.

If you get Echolocation, you need to run it to the edge of the room out of the way so that the pool you drop won’t be in the way. Do not drop blood pools on the pillars! When she casts Shriek, LoS behind the nearest pillar. In heroic, she also casts Screech, which sends a wave of little sonar pulses out towards the range stack. Move together to the tank pillar to avoid these and return to the range stack after the next LoS.

Phase 2:

For Phase 2, the boss is untankable and roams about, killing anyone within 12y. LoS the Shrieks, and dodge the bouncy Sonar rings, trying to keep away from the main raid positioning so the floor stays clear.

 

Huntsman

Altimor the Huntsman

Quick Strat:

  • Tank Swap: Claws
  • Soak: Lunge
  • Burn: Baby Bar
  • Run: Soul, Howl
  • Hero: Phase 3


Expanded Strat:

This guy gets tanked in the center with his doggos, raid is in a loose arc around him but not stacked. Hero is in phase 3

Phase 1:

  • Tank Swap when Margore‘s tank has 2 stacks of Claws.
  • Three people get targetted with SinSeekers, they should spread out only enough to avoid overlapping and no one else should stand in the lines.
  • When Lunge circles are cast, several people should collapse into melee with the target. In heroic, this leaves a Bleed, so it’s better for only 4-5 people to stack rather than the whole raid.

Phase 2:

  • Barghast gets tanked in the far corner when Rip Soul is coming up.
  • Heal the Souls before they can reach the boss. This will pulse damage to the raid, but heal the Soul first anyway.
  • CC the Baby Bar til it reaches 7-10 stacks, then Emergency Murder. Interrupt EVERY Roar. In heroic, you have two Baby Bars, cc both and break one at 7 stacks, gripping it if possible, Break the second only when the first dies.

Phase 3:

  • Hecutis gets tanked in a circle around the boss in the center to keep Crush stacks low (3ish), swapping only if necessary.
  • Howl targets should run to the far edge to drop their circle.

 

 

Sun King

Sun King’s Salvation

Quick Strat:

  • Tank Swap: Vanquished, Remnants
  • Adds: Infuser > Occultist > Vanquisher > Assassin > Pests
  • Heal: Kael, Fonts
  • Stack: Blast
  • Avoid: Phoenix, Blaze, Strike , dying Pest
  • Hero: Last Kael phase


Expanded Strat:

Sun king adds are tanked in the center, when Kael comes down, you kite him to the left side in the first phase 2, and to the right in the second phase 2.

Phase 1:

  • Tank Swap: 4 stacks Vanquished
  • Adds:  Infuser (cc half of the room at a time)> Occultist (interrupt it)> Vanquisher (needs tanking) > Assassin (burst when it gets to 30%)> Pests (cleave them) Pests explode on death in heroic, so melee need to watch out!
  • Click Pillars if you want to assist with heals, but don’t take more than 3 stacks
  • Heals: push the phase between adds, steal Orbs, heal Fonts

Phase 2: 45%, 90%

  • Tank swap: 3 stacks Remnants
  • Blast: Stack on target to split meteor damage, then move out of fire
  • Blazing Surge: Targets tanks but can target anyone in heroic with a front cone of fire damage. Don;t be where it is pointing!
  • Phoenix: CC it, kite it, or kill it… just don’t hug it. It’s only a priority if it becomes a problem.
  • Hero: last Phase 2, the second time Kael appears and we run him to the right side.

 

 

(Heroic: Pests explode, Surge targets anyone, not just tanks)

 

 

Xy’mox

Artificer Xy’mox

Quick Strat:

  • Tank Swap: Destruction
  • Portals: to flares
  • Run: Destruction, Blast, Ghosts, Seeds, Annihilate, Traps
  • Hero: Phase 3, 40%


Expanded Strat:

Tank him to the far right, raid gathered just below, one flare in center, one on far left.

Tank swap: After each Destruction, run it out to the north. In Normal you have 8 seconds to get away but in heroic you have only 4. The boss will also drop Traps in heroic, which should be baited, avoided, and Mineswept if necessary.

Phase 1: 100%, Ranged flare goes to Green on the far left edge.

Ghostys: kite them away, using portals These are faster in heroic, you can’t outrun them.

Phase 2: 70%, Ranged flare still goes to Green on the far left edge.

Seeds:  Three volunteers need to pick up and run them to green and then escape, using portals where necessary.

Phase 3: 40%, Ranged flare goes to Purple at center.

Annihilate:  allow yourself to fall in center portal just in time to bounce out to safety. Portalling gives you a temporary immunity to portals, so watch your timing!

Heroism:  Right after the first Annihilate

 

 

Destroyer

Hungering Destroyer

Quick Strat:

  • Tank Swap: Overwhelm
  • Stack: Miasma
  • Run: Expunge, Consume, Beam
  • Beams: Target moves sideways
  • Hero: On pull


Expanded Strat:

We set up for this in a diamond with the boss in the center. Raid should be roughly divided into thirds for each stack point, and tanks may move him to the tip top for Consume. Hero on the pull.

Phase 1:

Raid needs to be divided equally among the three stack points so that someone is always soaking with Miasma targets. If one or two Miasmas are at a single flare, that is fine, you only need to reposition if there are three or more together. When targeted with Beam, move to the diagonal crosspoints with the two sides favoring the tank edge to give the lower stack point more options. Only the Beam target should move, everyone else needs to stay stacked and avoid the Beam. If two Beams choose the same diagonal, they must NOT stack, it will kill both. Spread as best you can without hitting the raid stacks.

Expunge targets must run out of the raid til the circle falls off. The size of the circle is determined by your current health. On heroic, these leave a Rift behind when they fall off, so these should be run as far back as possible and if necessary, Minesweep the Orbs with an immunity when they clutter up the room too much. If a Miasma target is running with Expunge, make sure to stay nearby so that you can help them soak again as soon as Expunge is gone!

Tank swap after each Overwhelm which will also help to keep Hunger low. When the boss is about to cast Consume, it can be helpful to have his tank run to the far north of the room to give the raid more space, but either way the raid should run as far south as possible until the cast is over, still stacking with Miasma when needed. Hero is at the top, once the boss is in position and the raiders are at their stack points.

Darkvein

Lady Inerva Darkvein

Quick Strat:

  • Tank Swap: Desire
  • Soak: Bottles
  • Orbs: Slice
  • Adds: Conjured Manifestation > Harnessed Specter
  • Vats: Kick before 33% full
  • Hero: Vat 4


Expanded Strat:

Tank her in the steps, raid spread across the room. Hero is used when the fourth Vat empowers.

Phase 1:

This fight has only one actual phase, but it changes based on the level of Anima in her four Vats across the front of the room. One person on each side should watch their two Vats and try to ensure they stay below 33% as often as possible.

Tanks keep Inerva at the center of the stairs and swap every two stacks of Desire. When it’s convenient, moving her closer to the Adds for cleaves is a good way to boost dps. Raiders should always soak Bottles by moving into the small circles on the ground, one per bottle. When three players get targeted with arrows, they will need to watch for the Orbs to spawn in the middle of the room, and move so that the Lines connecting the players will intersect all three orbs to clear them. Failing to clear them is a ton of raid damage, and if aplayer dies with their line… the line remains tethered to their corpse, making clearing nearly impossible. A big red Circle on a player will spawn an Add, these must be moved to the stair flare so that the add appears there for murdering.

At roughly (but not exactly) every 25% of her health, Darkvein will Focus a Vat, making it impossible to kick, and thus it will gain enough anima to empower one of her abilities. The vat should ideally be kicked immediately before and after this happens to get the anima levels as low as they can be, but be aware that when a Vat is draining, the raid is also afflicted with a DoT – so watch health levels before kicking multiple Vats at once!

    • First Vat: This Vat throws DoT on the tank. At 33%, it copies the DoT to a non-tank, and at 66% it makes the tanks deal splash damage to anyone around them when they drop stacks.
    • Second Vat: This vat creates those Bottles to soak. At 33% it leaves Puddles, and at 66% the Bumbles Bounce.
    • Third Vat: This one is to blame for the Orbs. At 33% the Orbs are also linked by Lines that damage anyone touching them. At 66% those Lines rotate. This makes it super hard to clear since standing still is tricky.
    • Fourth Vat: This is the Vat o’Adds. Circles mark where we will spawn them, (on heroic, we get two adds) so interrupt and kill the Conjured add first and then the Specter, which needs to be tanked. At 33%, you become Rooted when you get the circle, and cannot move it to the kill spot. At 66%, the target makes little explodey Balls when the Add appears. This is when we Hero, to shorten the last phase, as immobile, out of place adds are much harder to kill and we are getting close to an enrage by this point.

Council

The Council of Blood

Quick Strat:

  • Tank Swap: Riposte, Soul Spikes
  • Run: Link, Eruption, Dance
  • Burn: Attendant
  • Interrupt: Volley
  • Hero: after Frieda’s last Dance


Expanded Strat:

This picture is fine, it’s just bugging me being upside down. Like that map. You know the one.  Anyway, Stavros gets tanked apart for the Lunge, Raid off to the side with nobody behind Stavros. Boss kill order:  Niklaus> Stavros> Frieda.

Boss Phase:

Most of this fight takes place up at the top near the ledge, one tank roughly central, the other tank with Stavros off to the side, and the rest of the ranged on the opposite side. StavrosLunge takes him several yards behind and in front of the tank, so all melee must be to one side of him instead. Frieda is primarily tanked at the center location, and Niklaus tends to go wherever his current tank does. Stavros’ location is mandatory, the others do move about sometimes due to tank swaps.

The bosses all start with two abilities and as you kill each of their companions, the bosses you did NOT kill gain more tricks. With our kill order, Niklaus never gains any, Stavros gains the Waltz only, and Frieda gains all of hers.

    • Niklaus
      • Riposte, Attendant, Fury: Taunt at two Riptostes, kill Attendant on sight. Fury won’t matter, but all adds would buff all other adds when they die wasting our DPS.
      • Dredger: Small nuissance adds, need to be grouped and killed.
      • Stoneguard: Needs to be tanked, debuffs its tank
    • Stavros
      • Lunge, Recital, Feet: Avoid Lunge, run away with partner for Recital.Feet won’t matter, but it would have slowed you so you die in mechanics.
      • Waltz: Reposition raid to avoid Square Dancers.
      • Fools: Must find and kill the one real add in the room to stop their deadly cast.
    • Frieda
      • Volley, Drain, Pain: Interrupt Volley, heal Drain. All Frieda damage taken leaves puddles, so move out of them as the floor fills up. Reposition raid to the center of the room so that we have more space to spread out.
      • Eruptions: Spread out.
      • Soul Spikes: Blasts the tank, tanks should swap to try taking only two of each four casts. Some of this damage splashes onto everybody else as well. On heroic this is worse because taking damage leaves puddles and now everyone is taking damage: never stop moving out of puddles!

Dance Phase:

At 50% on each boss, they all run off and one of the floor tiles starts glowing: this is your starting location. Get there fast and be in position when the boss starts giving Dance Moves. Move one square each time in the correct direction as indicated by the boss’ callout. The small Dredgers will also be moving that direction, and you can safely move whichever way they do if that’s easier. Move the right way four times, six in heroic, and the Boss phase will start again where we left off. After we are down to just Frieda, we can Hero once her Dance is finished.

Slushfish

Sludgefist

Quick Strat:

  • Tank Swap: Gaze
  • Avoid: Rubble, Puddles, Stomp, Gaze
  • Stack: Chain, Slam
  • Burst: Impact (pillar)
  • Hero: Closest Burst to 30% enrage


Expanded Strat:

The boss is tanked just over 40 yards from each pillar in order, with both tanks stacked. Raid stays stacked and moves around the room staying out of Rubble. Hero is near 30%

Phase 1:

Tanks stay stacked to share Fists and the melee tries to not be where the tanks are, to NOT share them. The ranged should always stay stacked and move together with the stack point, only repositioning to stay out of Rubble and ensure it goes in good places. Players who are Chained will have red marks over their head, and their first priority must be to stay together, even if doing so would make them out of position briefly. Separating is death. This gains a Slam ability in heroic where a Linked player is immobilized and then yanked forward towards the boss and hit with a meteor. This is lethal if the target is separated from their partner or if soaked alone, but easily countered by all of us always stacking together so there is no chance of either happening. When the boss Stomps or Roars, there will be a raidwide knockback, watch out behind you for Puddles, and don’t be knocked away from your Chain partner! Stomp will also break Pillars, and we don’t want that, so make sure he’s never too close to one!

At 100 energy, he casts Gaze, and will charge forward, stampling anyone in his path.  The theory is that the tank marked with Gaze will be the one he targets, so that tank should run behind the pillar, causing him to take extra damage for a while. In practice, we have found that it is the nearest tank he picks. This is a good burst window for minor cooldowns, and we will use Hero when this vulnerability window would overlap best with the Enrage at 30%, this tends to be the third Pillar. Use this to move him around the room until all pillars are gone, at which point if we haven’t killed him, we’re out of luck.

Generals

Stone Legion Generals

Quick Strat:

  • Tank Swap: A
  • Soak: Meteor, Eruptions
  • Burn: Goliaths
  • Spread: A
  • Hero: Phase 3


Expanded Strat:

This picture is essentially still correct, except that we put the Eruptions on the right instead of the left. Tank this centered, raid should be spread just out of melee range below the bosses.

Phase 1:

In phase 1 we fight Grashaal, while Kaal flies around in the air. Tanks will swap after they have taken two stacks of Swipe, clearing it with Crystallize. The player targeted by Crystallize must go stand to the side so that they overlap the tanks, and park there. Crystallize is the only way to remove Bleed effects, so anyone else suffering from a Bleed should stack there as well. Once this happens, the same location becomes a Meteor, and all players should then move in to soak it with them. Goliaths will spawn through the encounter, and these become the immediate kill target so that there is never more than one alive at any time. Offtanks should pick them up and keep them near the boss for cleaves whenever possible, making sure they die quickly once their health gets to 20%.

Healers need to watch the Heart Rend debuff and dispel it in a staggered fashion so as not to get overwhelmed by the resulting DoTs. The Wicked Blades target must run to the top of the room and wait to be hit, then rejoin the raid in time to get cleared with Crystallize. In heroic, two will be chosen, and both must position so that the chakram doesn’t intersect anyone else, as it leaves a Bleed behind on anyone in its path.

Intermission: Grashaal 50%

During this period, we are mostly dodging mechanics and tanking/fighting off any Goliaths while we run around collecting Anima for the Prince. Goliaths wreck our healing when they get to low health themselves, so finish them quickly! They also Leep on people and eat their faces. Small Orbs will drop on their own or may be shot out of the sky from Commandos, and must be brought to Renathal to end the phase. When his bar reaches 100%, there is a Knockback, so watch out getting those edge orbs!

Phase 2:

In phase 2 we fight Kaal, while Grashaal flies around in the air. Tanks will now swap after each Stone Fist. Blades and Crystallize/Meteor are handled the same way as before, but now we have Earthquakes to deal with. Dodging the Swirlies is self-explanatory, although there are a lot of them and they complicate the Meteors. Eruption targets should run their Panquake out of the raid and spread them in an accessible location along the lower side edge. Each time an Eruption …erupts…. all previous Panquakes will do the same if they are not being soaked by a player, so someone must be ready to Soak each one. Soaking an Eruption leaves a Debuff, which is no big deal in normal as it’s only 6 seconds, but in heroic it’s 45… so players need to alternate and never soak a Panquake while still Vulnerable.

Intermission: Kaal 50%

Same as the first.

Phase 3:

In phase 3 we fight both together, and we should keep their health even because when one dies, the other gets much stronger. Tanks should still swap to clear stacks, and all other abilities should be handled as before. Use Hero at the start of this phase to finish them off quickly, making sure they die together.

Denathrius

Denathrius

Quick Strat:

  • Tank Swap: A
  • Stack: Sin, Lines,
  • Avoid: Feeding, Ravage, Impale, Swirls, Massacre, Hand,
  • Run: Imaple, Finesse,
  • Hero: Phase 3, after Ravage


Expanded Strat:

Phase 1

Phase 1: Stay together near a corner, kill adds and count your stacks Stacks begin higher in heroic. Don’t go past 73% til we all have two or less stacks.

  • Sin: Alternate Cleanse groups til you have 2 or less.
  • Feed: Get out of group, soak lines.
  • Ravage: Follow tank to next corner.

Phase 2

Phase 2: Stay together by a Mirror, kill Adds and dodge stuff, don’t go past 43% til we have two or less adds.Watch out for Swirls when adds die.

  • Pain: Tanks will point at adds, don’t get hit with it.
  • Impale: run to the left edge (as you are facing mirror)in number order.
  • Massacre: run anywhere else.
  • Hand: Go through the Mirror as needed.

Phase 3

Phase 3: Stay together in melee, repositioning there often. Dodge all the things, except Orbs which you must soak. Also:Don’t fall off.

  • Pain: Knocks you back; run back in and don’t fall off.
  • Hand: Pulls you in; run back out and don’t fall off.
  • Finesse: Big red circles, run just behind the raid group to explode and don’t fall off.
  • Ravage: The floor is lava, reposition to the next edge and don’t fall off.
  • Heroic: Soak all Finesse Orbs.
  • Heroism: After repositioning from the first Ravage.

Even More Expanded Strat:

This is how we actually do the fight. It’s too long to remember, so you have the fast version above. But it’s worth your time to look this over once so you understand WHY we do the things.

Phase 1:

Split raid unevenly in half. Tanks position Denathrius facing into the corner. First half of the raid stacks in that corner and gets hit with Cleanse. We all get punted in the air and when we land, second half stacks in the same corner to get hit. We should now all have lost one stack of Sin. In heroic, we start with 5 stacks instead of only 4, so it becomes important not to miss any!

If you have Feeding, move out of the raid so no one is in your circle or the boss will heal. In Heroic, the marked player is connected to a ghost Sire with a Line. If you have an immunity, run off to the edges and solo soak. If not, you need to position your line behind the raid so that people can stack in it. Two people will be targeted each time, so the raid needs to make sure both lines are being soaked if they are placed nearby. The Lines are wider than they appear, so be careful no one person soaks both! When Adds come, burn ’em fast. When he casts Ravage, everyone moves as a group to the next tridrent, being careful not to run ahead of the tanks. Repeat this three times until we all have 1 stack left and the boss is at 70%. (if you didn’t clear enough Sin stacks, you’re toast… so you may need to stand in the corner twice to ensure you have no more than 2 at the time of phase. Doing this is better than dying, but it is still bad: only do so if necessary) At this point he will knock you back and you need to RUN to the center of the room during March or you die.

Phase 2:

We all land on the floor and head over towards the Mirror where the Adds will be. Keep Denanthrius next to the Remornia for cleaves whenever possible, one tank holding each and swapping off for Carnage stacks. Point him towards the adds in turn (starting with the ones on the left as shown in diagram each time). If you can hit both adds in the same Pain, you win a prize, otherwise, just get the other side.

Impaled targets should run to the left edge of the playing field to get hit, then return to the middle. For heroic, Impale pierces and leaves Puddles. Targets should line up in order with the first one closest to the mirror, and make sure you get to that left edge so the puddles aren’t in the raid. Dodge the Massacre lines, this is easier if you pre-position a little back from the group when it’s about to cast.

Adds need to die quickly, preferably after being Debuffed by a tank. Do not be in the path of the debuff! Ranged should start with the left ranged add, melee with the left melee add. Adds are much trickier in heroic, when they create fire Swirls on the floor after each one dies. This can complicate positioning, especially during Hand or when using Mirrors, so watch out! You may have to stop DPS until a more opportune moment.

Hand will drag everyone in to the boss, and then explode. Go though the Mirror to avoid the explosion, pause there then hop back through to keep killing adds. The usual pattern is: Hand > Mirror > Impale > return through Mirror. (pew pew pew). Hand > Mirror > do NOT return through Mirror > Reposition boss to the right for next set of adds.

The goal is to kill off all the sets of adds by 40%.

Phase 3:

Denathrius traps us all in the center of the room. We tank him at the edge of a clear space and keep repositioning as he destroys the floor, always staying in close because of the Knockbacks.

When we start, the tanks drag him to the clear edge and everyone immediately kills off any remaining adds as we transition, then gathers up in the melee area. Tanks taunt off from Scorn. Any time you are pulled in, run away, any time you are knocked back, run back in. Unless you are actively handling a mechanic, you should always be in melee and positioned for a knockback.

When targeted with Fatal Finesse you need to run just behind the melee stack to where there are no raiders, then get back in for the next knockback. When a second set of Finesse appears, place them just behind the existing circles with no overlap. In heroic, Finesse creates Orbs at the target location which must be soaked or they explode. Aim to place them just outside the melee stack so that they can be reached easily. When mechanics prevent this (and they will!), place them in the safest places you are able. All orbs must be fully soaked every time, so use immunities if you have to.

Heroism is in the last phase, when Sylv starts getting antsy. It’s right after we reposition.