Antorus, the Burning Throne Raid Guide

Disclaimer:

These videos are from PTR raid testing so mechanics are subject to change, but will give you an insight to the environment, these video will be updated when more recent ones are available.

These guides were created using the Fatboss PTR videos, again mechanics are subject to change, but will give you an insight to the fights mechanics, these guides will be update when Fatboss have live versions of these guides on their channel FatbossTV

 

Link to Antorus, the Burning Throne Minimalist Raid Guide

 

Link to T21 Antorus Auras (11/11 Bosses, all difficulties)

*Looking at the functionality of this weakauras for ABT bosses i would recommend everyone using it

 

Jump to guide


Garothi Worldbreaker

Phase 1

Setup

Tanks stack to the left of the boss melee to the right with range and healers loosely stacked in the center of the room.

Tanks:  debuff applied to tanks [Fel Bombardment] (OT taunt) after 5 secs the boss will throw missile at the tank for 5 secs, run along the left hand side to avoid being hit

Raid: will have to deal with two abilities [Decimation] and [Annihilation].

[Decimation]

2-3 player with receive a the [Decimation] debuff, after a short duration will spawn a large circle and after a short time will explode and do large damage and to anyone in it, plus a small amount of raid wide damage

Garothi Worldbreaker

Move away from your allies when targeted by [Decimation] drop it and move back.

 

[Annihilation]

Several zones appear and after a short time will explode doing large amount of damage to the raid, 3+ players will need to stack in the [Annihilation] to reduce the damage but will also receive a 10 sec dot

*Healers make sure players are topped off before this happens and players are Healed and HOT on them after.

Garothi Worldbreaker

Move into [Annihilation] to avoid inflicting damage to the raid.

 

At 65% Fel Reaver activates [Apocalypse Drive] that inflicts Fire damage every 4 sec to the raid for 20 sec, Unless one of the Fel Reaver’s weapons is destroyed before the cast is finished the boss will one shot the raid

*A mobile healing CD like tranq would help out here due to the Surging Fel which is happening at the same time

 

Surging Fel

As the Apocalypse Drive powers up, energy erupts across the landscape inflicting large Fire damage to all enemies caught in the blast

Garothi Worldbreaker

We will be destroying the Annihilator cannon, once destroyed he will cast Eradication  which will deals less damage the further players are away from it, we have to leave a tank on the boss with a CD because Carnage if no one is within melee range and everyone else run to the back of the room.

After Eradication has finished he will gain two permanent buffs Empowered increasing damage inflicted by 20% Searing Barrage Repeatedly fires a searing barrage to random player every 2 sec.

Plus the remaining weapon will be empowered as will killed the Annihilator cannon the Decimation will be empowered.

 

Phase 2

We will have two stack point on boss every player will need to be hard stacked to help deal with the empowered Decimation once cast we will move as a group from stack point 1 to stack point 2, then stack point 2 to stack point 1 – (rinse and repeat)

Garothi Worldbreaker

Tanks will need to continue to taunt swap on every debuff [Fel Bombardment] run along the left or the right hand side to avoid being hit

At 35% Fel Reaver activates the 2nd [Apocalypse Drive] we need to destroyed the final weapon before the cast is finished whilst still avoiding Surging Fel

*A mobile healing CD like tranq would help out here to deal with Surging Fel

Once the final weapon is destroyed, every one part from 1 tank to run to the back of the room for Eradication

 

Phase3

After Eradication has finished the Empowered buff is increased, damage inflicted by 40% Searing Barrage Repeatedly fires a searing barrage to random player every 2 sec. Stack, Hero and hard nuke him before he kills us.

*Rolling Healing CD’s will be required

Tank will still have to deal with[Fel Bombardment] debuff

 

TL;DR:

Tanks Taunt on [Fel Bombardment] debuff and run away

Phase 1

Stack and Soak [Annihilation] 3+ players

Move away with [Decimation] debuff and move away from big red aoe

Intermission @65%

Dodge Surging Fel Kill Annihilation] weapon (left) run to back of the room

Phase 2

Stack on point 1 when [Decimation] happens move to point 2

Intermission @35%

Dodge Surging Fel Kill [Decimation] weapon (right) run to back of the room

Phase 3

Stack, hero and hard nuke, Dodge Surging Fel


Felhounds of Sargeras

 

Set up

Dogs to be spread 40 yards apart Destroyer’s Boon because of[Sargeras’ Blessing] , Rad and melee on Shadow Dog, Vik on Fire Dog as he can break fear, range and healer stacked on one of the two stack point in the center. Hero on Pull

Felhounds of Sargeras

Tanks: no need to taunt swap, but need to watch out for [Burning Maw] or [Corrupting Maw] depending on what dog you are tanking, you will need to make sure the dogs are faced away from raid and use some sort of active mitigation for each cast, this will leave a debuff that will stack use big CD for 5th and 6th stack, there is times in the encounter the debuffs will drop off.

Both dogs share damage and have an energy bar that will do certain abilities once they hit 33% – 66% – 100% energy.

 

Shadow Dog

33% Consuming Sphere an orb that moves towards the location of a random player, the orb drags in players.

Felhounds of Sargeras

 

66% Weight of Darkness a debuff that slows a player over 5 sec, once it expires will fear the players and anyone within 8 yards for 20 dec, the duration is slip between players and if it hit 3+ players the fear will not trigger that why, all melee are on one dog and also there to help that tank, all range and healer are stacked in the center Vik will be on his own but can immune it.

Felhounds of Sargeras

100% Siphon Corruption Damage over 9 sec and Siphoned debuff which is a 4 sec debuff and deals damage split between players within 8 yards this is another reason for stack positions

Felhounds of Sargeras

 

Fire Dog

33% Desolate Gaze Mark several players with a beam and few secs later he will do large burst damage to that player and any other player within the beam Player that are marked should spread out and try to avoid others being hit.

Felhounds of Sargeras

 

66% Molten Touch  Stuns the target for 1.8 secs whilst applying several stacks of a 9 sec dot, during this time the stunned players spew out several fire bolts Molten Flare which deals damage to anyone standing in them, healer will need to healer these players and all range and healer move to next stack point while melee just try to avoid the swirls on the floor

Felhounds of Sargeras

 

100% Enflame Corruption  Damage over 9 sec and Enflamed debuff which is a 4 sec debuff and deals damage to players within 8 yards move away if you have this debuff from the stack group

Felhounds of Sargeras

 

Overlap of abilities

Siphon Corruption > Desolate Gaz – Players with gaze stay close to group while dealing with Desolate Gaz, so you can quickly stack for Siphon Corruption. healing CD needed.

Siphon Corruption > Molten Touch  hard stack and move together to next stack point once the fire swirls happen same with melee

Enflame Corruption > Siphon Corruption Keep stacked, players with fire debuff move away, if you have both fire and shadow debuff, either soak with CD or immunity, or just die. Group damage reduction and healing CD needed to survive.

 

 

TL;DR:

Tank Dogs 40 yards apart Destroyer’s Boon because of[Sargeras’ Blessing]

Shadow Dog

33% Consuming Sphere – Move as far away from Purple Orb

66% Weight of Darkness – Stack on Players with Purple Circles, Melee stack with Tank

100% Siphon Corruption  – Stack up to split damage from Siphoned, healing CD will be needed

Fire Dog

33% Desolate Gaz – targeted players run away and point the fire beam away from raid

66% Molten Touch – pull and stun players, everyone keep moving to dodge Molten Flare

100% Enflame Corruption – everyone pre-spread because of Enflamed 8yd before 100 energy

Overlap of abilities

Siphon Corruption > Desolate Gaz the Siphon will come right after Gaze, people with gaze don’t run too far away from the group, so you can run back in-time for stack. healing CD needed.

Siphon Corruption > Molten Touch  hard stack and move together to next stack point once the fire swirls happen same with melee

Enflame Corruption > Siphon Corruption Keep stacking, player with fire debuff move away, if you have both fire and shadow debuff, either soak with BIG CD or immunity, or just die. Group damage reduction and healing CD needed to survive.

 


Antoran High Command

 

Setup

Range and healers loosely stacked around the edge of the room with a hunter or mage just a little further away from other group to deal with the adds, we will be moving clockwise around the room as this will line up with the way the bosses spawn. Hero on PULL

Antoran High Command

Tanks Exploit Weakness face boss away from the raid and taunt off each other on 2 stacks

Raid Chaos Pulse A Series of bolts that deal moderate damage and leave a Dispellable dot that increases damage taken by 15% for 6 sec.

 

Phase 1

Admiral Svirax is active

Have 2 players set up to go into the pod each player must escape the pod before they die because of Psychic Assault so around 40-45 sec player one jump out and player 2 jump in

You will have 2 abilities to use the first ability you want to spam on the boss and the second ability you want to use on the Fanatical Pyromancer to get it down quickly each of these abilities increase the damage the boss and adds take

Antoran High Command

 

Chief Engineer Ishkar in Pod

Entropic Mine Spawn 5 mines around the location of a random player. After 3 sec the mines will become active, stepping on the mines will deal a bust of damage to the player and place a 4 sec dot to all raid members and this dot can stack,  so don’t stand on them

Antoran High Command


General Erodus
in Pod

Summoning Beacon one Fanatical Pyromancer which will need Pyroblast interrupting and nuked, also summons two Felblade ShockTroopers that will do Demonic charge at any of the 3 furthest targets, knocking them back and applying a 30% slow debuff for 6 sec and then cast Bladestorm dealing damage to anyone within 5 yards of the for 6 secs passively cleave them down. Interrupt rotation will be needed

Antoran High Command

 

Phase 2

Chief Engineer Ishkar is Active

Have 2 players set up to go into the pod each player must escape the pod before they die because of Psychic Assault so around 35-40 sec player one jump out and player 2 jump in

You will have 2 abilities to use the first ability you want to spam on the boss to increase the damage the boss takes

Antoran High Command

the second ability Places Felshield Emitter at a target location,

Antoran High Command

when used, the shield will protect players for 10 sec by reducing fire damage taken by 50%

Antoran High Command

Player should use the the second ability Places Felshield Emitter on CD and place 3 on the raid team, the second player should use the Felshield Emitter on CD and place 3 by the General Erodus Pod

Antoran High Command

Antoran High Command

 

Admiral Svirax in Pod

Fusillade A legion cruiser appears overhead and barrages the arena, inflicting high Fire damage.

Each Fusillade applies Zeroing In on Admiral Svirax, increasing the damage inflicted by subsequent Fusillades by 25%. This is where we use the Felshield Emitter to help mitigate the damage. Additional healing CD’s will be needed the further we get into the fight

Antoran High Command

 

General Erodus in Pod

Summoning Beacon one Fanatical Pyromancer which will need Pyroblast interrupting and nuked, also summons two Felblade ShockTroopers that will do Demonic charge at any of the 3 furthest targets, knocking them back and applying a 30% slow debuff for 6 sec and then cast Bladestorm dealing damage to anyone within 5 yards of the for 6 secs passively cleave them down. Interrupt rotation will be needed

Antoran High Command

 

Phase 3

General Erodus Is Active

Have 2 players set up to go into the pod each player must escape the pod before they die because of Psychic Assault so around 35-40 sec player one jump out and player 2 jump in

You will have 2 abilities to use the first ability you want to spam on the boss to increase the damage the boss takes, the second ability Summoning Beacon Creates a beacon that calls Legion forces into the fight. The beacon triggers nearby Entropic Mines, destroying the beacon in the process.

Antoran High Command

 

Admiral Svirax in Pod

Fusillade A legion cruiser appears overhead and barrages the arena, inflicting high Fire damage.

Each Fusillade applies Zeroing In on Admiral Svirax, increasing the damage inflicted by subsequent Fusillades by 25%. This is where we use the Felshield Emitter to help mitigate the damage. Additional healing CD’s will be needed the further we get into the fight

Antoran High Command

 

Chief Engineer Ishkar in Pod

Entropic Mine Spawn 5 mines around the location of a random player. After 3 sec the mines will become active, stepping on the mines will deal a bust of damage to the player and place a 4 sec dot to all raid members and this dot can stack,  so don’t stand on them

Antoran High Command

Back to Phase 1 rinse and repeat kill before we get killed by Fusillade

 

TL;DR:

3 bosses have shared health pool, only 1 active at a time, Boss switch every 90sec and cycle multiple times through all phases

Tank swap on 2 stack  Exploit Weakness face boss away from the raid

Healer Quickly heal players targeted by [Chaos Pulse] , and dispel the effects it leaves behind and Focus additional healing on allies who enter a Command Pod as they suffer the effects of [Psychic Assault]

DPS hard nuke Fanatical Pyromancers and Interrupt thier [Pyroblast] cast.

Need 2 dps rotation for each pod, switch every 40-45sec

Raid to dodge green Entropic Mines

Raid group up under a [Felshield] to mitigate the effects of [Fusillade]

 

Phase 1 Admiral Svirax

Interrupt the Felblade Pyromancer add that cast [Pyroblast]

Fellblade Shocktroopers will do a Demonic Charge,  Mages/hunters stand at max range to bait the two Felblade Shocktrooper adds that charge the furthest player, everyone else dodge the charge, they will then Bladestorm back to boss

Raid to dodge green Entropic Mines

Player in pod: spam 1 on boss, spam 2 on adds


Phase 2 Engineer Ishkar

Interrupt the Pyromancer [Pyroblast] like in P1

Bait the Shocktroopers and dodge their charge and Bladestorm like in P1

Player in pod: spam 1 on boss, spam 2 and place 3 Felshield Emitter on the raid, 2nd player in place 3 Felshield Emitter near the General pod

Have 1 player click the Felshield Emitter during [Fusillade] to shield the raid from damage

 

Phase 3 General Erodus

Raid to dodge green Entropic Mines

Have 1 player click the Felshield Emitter during [Fusillade] to shield the raid from damage

Player in pod: spam 1 on boss, spam 2 to clear Entropic Mines


Portal Keeper Hasabel

 

Setup

Range and healer stand rear center of the platform, tanks, tank boss to the left and right front up against the wall along with melee.

Portal Keeper Hasabel

 

Main Platform

Tanks taunt on 3 stack of [Reality Tear] to help keep raid damage down when it explodes

Tank boss on one of the two front left or right markers, when the boss cast [Collapsing World] move to next marker, with range and healers being rear center they will not have to move for [Collapsing World] this will do a burst of damage to the raid when it explodes and will one shot anyone standing in it.

Portal Keeper Hasabel

 

When boss casts Felstorm Barrage the raid will need to avoid the 3 Fel lines that will appear in the room

Portal Keeper Hasabel

 

ADDS

Keeping the boss tank up against the wall help keep adds stacked when [Transport Portal] is cast, there are 3 type of add when each Portal Phase happens, P1 has 1 set of adds, P2 will have 2 sets of adds and in P3 will have 3 sets of adds and each set of add’s have an ability that will need dealing with

P1 adds – Felblaze Imp  will cast Fiery Detonation this will need to be interrupted or stunned

P2 adds – Felblaze Imp and Venomous Skitterer can be tanked, the Skitterer will cast Acidic Web this will also need to be interrupted or stun

P3 adds – Felblaze Imp, Venomous Skitterer and Hungering Stalker will cast Howling Shadows this will also need to be interrupted or stun

So AOE stun rotation will be needed and players will good burst AOE to save their burst for when adds are in play.

 

Portal Phases

The Boss has 3 Portal Phases @ 90% > 60% > 30%

 

@90% – Baron Vulcanar

Portal Keeper Hasabel

When Boss reaches 90% health the Fire(red portal) mini boss will be active send the pre assigned group to go up, 1 tank 1 healer and around half of your DPS, idearly all of your good single target DPS, the portal will start doing increasing ticking damage Empowered Portal: Xoroth to the raid, until Baron Vulcanar is dead. Then it will be a flat damage increase Portal: Xoroth every 4 sec for the entire duration of the raid

 

Tanks try to do a taunt swap just before this happens so the tank left down on the main platform has low stacks of [Reality Tear]

Baron Vulcanar he has 2 casts that will need interrupting Flames of Xoroth and Unstable Portal so interrupt rotation will be needed, also players will need to move out of Supernova Fire swirl effect on the floor

 

Once dead have a couple of players pick up the fire orbs, you see in the background in the image above and take them down to the lower platform and make your way to the shadow portal Everburning Flames the debuff will drop off after 10sec, so you will need pick it back up and take it up to the shadow platform and stand by the portal on the shadow platform, wait for the debuff to drop off and then rejoin the raid.

Portal Keeper Hasabel

I will explain in more detail why later on in the guide, healers please do not dispel these players and players don’t use any immune abilities as it will remove the orb entirely.

@60% – Lady Dacidion

Portal Keeper Hasabel

When Boss reaches 60% health the Poison(green portal) mini boss will be active, send the pre assigned group to go up 1 tank 2 healer and around half of your DPS, idearly all of your good single target DPS, the portal will start doing increasing ticking damage Empowered Portal: Rancora to the raid, until Lady Dacidion is dead. Then it will be a flat damage increase Portal: Rancora every 4 sec for the entire duration of the raid

 

Tanks try to do a taunt swap just before this happens so the tank left down on the main platform has low stacks of [Reality Tear]

Portal Group stack on tanks

Healers down on the main platform will need to chain healing CD’s until Lady Dacidion is dead

 

Lady Dacidion will cast Unstable Portal which will need interrupting, she will also cast Poison Essence so healers try to keep players around the 50% health mark to make it easier to heal and she will also cast Felsilk Wrap as you are all stack any cleave damage will break this, so shouldn’t be a problem

 

@30% – Lord Eilgar

Portal Keeper Hasabel

When Boss reaches 30% health the Shadow(purple portal) mini boss will be active, , send the pre assigned group to go up 1 tank 2 healer and around half of your DPS, idearly all of your good single target DPS, the portal will start doing increasing ticking damage Empowered Portal: Nathreza to the raid, until Lord Eilgar the mini boss is dead. Then it will be a flat damage increase Portal: Nathreza every 4 sec for the entire duration of the raid

Hopefully a couple of players would have pre placed Fire orbs on the Shadow platform ready for us to deal with Lord Eilgar, the reason this need to be done is because of Mind Fog standing by ta fire orb will counter this

Portal Keeper Hasabel

Tanks try to do a taunt swap just before this happens so the tank left down on the main platform has low stacks of [Reality Tear]

Portal Group stack on tanks by the fire orb

Healers down on the lmain platform will need to chain strong healing CD’s until Lord Eilgar is dead

 

Lord Eilga will cast Unstable Portal which will need interrupting, High healing here needed due to Corrupt and healer will also get a debuff Delusions whilst a healer have this debuff they will gain 2% mana every second,  but you will be unable to heal. So dispel yourself when players are starting to get low health but regaining a much mana as they can.

 

TL;DR:

Tanks taunt on 3 stack of [Reality Tear]

Tanks move the boss to the other side of the room to dodge [Collapsing World]
Raid Dodge the 3 green beam from Felstorm Barrage

[Transport Portal] Opens a small portal on the main platform, and summons demons

P1 adds – Felblaze Imp  will cast Fiery Detonation this will need to be interrupted or stunned

P2 adds – Felblaze Imp and Venomous Skitterer can be tanked, the Skitterer will cast Acidic Web this will also need to be interrupted or stun

P3 adds – Felblaze Imp, Venomous Skitterer and Hungering Stalker will cast Howling Shadows this will also need to be interrupted or stun

So AOE stun rotation will be needed and players will good burst AOE to save their burst for when adds are in play.

 

Phase 1 @90% – Empowered Portal: Xoroth.

Minin boss Baron Vulcanar

Red Portal pre assigned group Interrupt Flames of Xoroth and Unstable Portal Strong Single target DPS Holy Pally

Group to move out of Supernova

Once dead have 1-2 players bring 1-2 fire orbs to shadow platform, the debuff from the fire orb will drop off after 10 sec, will need to pick the fire orb back up and drop it on the shadow platform. do not dispel!

 

Phase 2 @60% – Empowered Portal: Rancora

Mini boss Lady Dacidion

Green Portal pre assigned group +extra healer. Strong Single target DPS Holy Pally and Resto Shammy

Stack and Interrupt Unstable Portal

Poison Essence all players takes 10% of their current health each, heal until 50-60%

Felsilk Wrap cleave damage to break players out of the cocoon

high ticking damge from Portal: Xoroth and  Empowered Portal: Rancora

 

Phase 3 @30% – Empowered Portal: Nathreza

Mini boss Lord Eilgar

Purple Portal pre assigned group +extra healer as in P2.Strong Single target DPS Holy Pally and Resto Shammy

Stack and Interrupt Unstable Portal

Mind Fog reduce vision, everyone stack next to the flame orb that was carried over from the fire portal in P1

Delusions debuff that gives 2% mana/sec but reduce healing done by 100%, keep the debuff to get mana back, then dispell self when you need to heal

Corrupt  keep everyone topped off and use small healing cd when needed

high ticking damge from Portal: Xoroth,  Portal: Rancora and Empowered Portal: Nathreza need to nuke hard

Phase 4

Main platform after Shadow Portal boss is dead – Keep large healing CD for this phase large ticking damge from Portal: Xoroth,  Portal: Rancora and Portal: Nathreza


Eonar, the Lifebinder

Setup

Split raid into 2 equal group this is so if another wave of add are incoming on one of the other platforms, Group 2 can move over to start slowing them down and killing them off while group 1 can remain on current wave to finish them off and then join group 2

When the bats are in play Boomkin, Spriest and mages players from both groups and a  assigned healer, to make there way to the middle area to kill the bats, only once priority targets have been dealt with on their platforms, ie when the Fel-Charged Obfuscator is active. Once bats are dead rejoin your group.

Every add kill gives energy for Eonar, at 100 energy, it will release a big AOE kill all adds and attack the Paraxis once, this will need to happen 4 times, then the Paraxis is destroyed and the fight is finished.

 

Adds

The 4 types of little adds give 7 energy each, and the 3 types of big adds give 20 energy each.

Little adds – have no abilities and just move towards the boss, they can be cc’d and slowed

Felguard, normal speed and HP
Fel Hound, fast speed, low HP
Fel Lord, slow speed, high HP
Flying bat, need to be focus by range dps

Big adds

Fel-Powered Purifier – Needs to be tanked, face away from raid Fel Swipe and tanked away from other adds Purification as they will remove and CC from them and make them immune to CC

Fel-Charged Obfuscator –  cannot be tanked or CC’ed and will have an aura Cloak which will make all nearby add untargetable. This add need to be hard nuked asap, so we can deal with the other adds one it is dead.

Fel-Infused Destructor –  not tauntable for the first 5 sec so melee stay away from him till the tanks has threat on it, tank will need to pick this up asap, if there is none in his melee range will cast Artillery Mode at Eonar with missiles. He will also cast Artillery Strike this will need interrupting.

 

The Paraxis – The big ship flying above.

Paraxis Artillery – Throughout the fight the raid will take small amount of damage, so players will need to stay in range of healer

Rain of Fel – A few players will be targeted creating a circle around them, a few secs later the circle will explode dealing damage to that player and anyone inside move away from player when you have the debuff, try to move to the edge of the area you are in, this will minimise the the area that the circle AOE effect take up.

Spear of Doom A focus beam of fel, leaving smoldering fel in its path the that will do large damage to any player that it hit or stand in this, adds that walk into this will increase their movement speed by 30%.

 

The encounter space

There are 3 platforms that has paths that leading to Eonar, Upper(yellow)>Middle(red)>Lower(blue) add will spawn in the same order every time. Move from platform to platform there will be jump pads(green) that you can use on each platform, plus you will have an action button Surge of Life  that has a 25 sec cd that will launch you up in the air and the glide for a short time.

 

Portal spawn rotation.

1st – Middle(red) platform kill off the little add and tank and interrupt the big add Destructor

2nd – Lower(blue) platform kill off the little add and tank and interrupt the big add Destructor

3rd- Upper(yellow) platform kill Obfuscator asap then the little adds and tank and interrupt the big add Destructor

4th Lower(blue) platform raid group 1 kill Felguard adds, tank the Purifier and face away from raid and kill, Upper(yellow) platform raid group 2 kill Obfuscator asap, kill Felguard adds and tank the Purifier and face away from raid and kill.

Bats will spawn on Upper(yellow) platform and start making their way to Eonar possibility they can be dotted once they spawn before they fly off, once the Obfuscator is dead have all Boomkin, Spriest and mages players from both groups and a  assigned healer head down to the middle to start killing off the bats

5th Upper(yellow) platform raid group 1 quickly kill off the Fel Hounds, Middle(blue) raid group 2 and raid group 1 (when they have killed the Fel Hound) Obfuscator asap, kill Felguard adds and tank and interrupt the Destructor

This is as much as information i could get from watching the videos but will give us something to work too that can be tweaked.

 

TL;DR:

Tanks

Tank Destructors and interrupt their Artillery Strike cast

Tank Purifier face away from raid Fel Swipe

Healers

Raid will take damage from Paraxis Artillery throughout the fight

Spot heal players targeted by the Rain of Fel

DPS

Focus down any Fel-Charged Obfuscators Damage and crowd control the adds to prevent them from reaching the Eonar

Raid

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

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

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

Move away and don’t stand in Spear of Doom

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

Portal spawn rotation.

1st – Middle(red) little add > Destructor

2nd – Lower(blue) little add > Destructor

3rd- Upper(yellow) kill Obfuscator > little adds > Destructor

4th Lower(blue) group 1 Felguard > Purifier, Upper(yellow) group 2 Obfuscator asap > Felguard > Purifier.

Boomkin, Spriest and mages > Bats Middle(red) or by Eonar’s Essence

5th Upper(yellow) group 1 > Fel Hounds, Middle(blue) group 2 and group 1 (when Fel Hound are dead) Obfuscator asap > Felguard > Destructor

 


Imonar the Soulhunter

 

Phase 1

 

Tanks and melee will be stacked on 1 of 2 of the front left and right markers near the front of the platform, range and healer spread equally 10 yards around the edge of the room and 10 yards away from tank stack point. (Phase 1 being the hardest so this strategy will minimise movement and focus on burning the boss down to 66%)

Imonar the Soulhunter

Tanks will need to taunt swap on 3-4 stacks of Shock Lance

Raid will need to move out of Pulse Grenade before they land and don’t stand on any that have landed to avoid getting Shocked debuff, Player with immunities can remove the mine, they won’t receive the initial damage by stepping on the mine, but they will still receive Shocked the knock back and debuff

Imonar the Soulhunter

 

Strat:

Tanks and melee will move from 1 of 2 of the marked stack points if one of the melee get Pulse Grenade on them, once moved Rogue or pally to remove the Pulse Grenade that landed on original stack point, healers will need to spot heal them (I will assume that rogue will be able to cloak this)this so we can move back if melee receive another Pulse Grenade

As range and healers are 10 yards apart around the edge of the room all they will have to do if they get Pulse Grenade is just take a couple of step forward

 

Raid will need to beware of Sleep Canister 2 random raid member will receive this debuff and will need to be dispelled or they will  put in to slumber for 20sec, but if the player is dispelled within 10 yards of other players this will put the asleep for 10 secs and is not dispellable.

If a melee start on boss leg nearest to the middle of the room, when a melee player gets Sleep Canister that player should run to middle of the room and the rest of melee players move to the boss’s leg nearest to the edge of the room to create some extra distance to they can be dispelled quicker, then move back again ready for the next  Sleep Canister , you will need to react fast and healers give that melee player a 1-2 sec to move move center of the room before dispelling them. Range and healer should be fine as they are already pre spread by 10 yards, but just be careful of your positioning and they can be dispelled immediately.

 

@66% – Intermission: On Deadly Ground

 

@66% the boss will fly of to the other platform and start casting Conflagration that will do increasing damage every 2 sec and will need interrupting to enter Phase 2, but the bridge between the two platforms are covered in two different types of mines Pulse Grenade and Stasis Trap the stun effect from Stasis Trap is dispellable, so we can have a player or tank walking into these to clear a path.

Imonar the Soulhunter

There will also be fire orbs that we will need to dodged and stay away from the edges of the bridge as there will be fire that deals Seared Skin

Imonar the Soulhunter

 

Phase 2

Tanks will have to deal with Sever have active mitigation up and taunt of co tank when your debuff drops

Raid will have to move and avoid Shrapnel Blast Mines thrown at several random players, stepping on the will do damage to the raid and applies a stackable dot to anyone nearby.

Imonar the Soulhunter

 

Tanks and melee on the right hand side of the room with range and healer on the left hand side of the room, when Shrapnel Blast is cast we can alll just side step to avoid them

The other ability is Charged Blasts that will target a couple random players and they will have 7 secs to move to one of two of the gaps in the platform so no one else get hit by them, always use the gap that the ship is closest too so it doesn’t cut across the raid team

Imonar the Soulhunter

Imonar the Soulhunter

 

@33% – Intermission: On Deadly Ground

 

@33% the boss will fly of to the other platform and start casting Conflagration that will do increasing damage every 2 sec and will need interrupting to enter Phase 3, but the bridge between the two platforms are covered in four different types of mines Pulse Grenade and Stasis Trap the stun effect from Stasis Trap is dispellable, so we can have a player or tank walking into these to clear a path, Shrapnel Blast that will do damage to the raid and applies a stackable dot to anyone nearby and Blastwire a tripwire that will deal a burst of damage to the raid

Imonar the Soulhunter

There will also be fire orbs that we will need to dodged and stay away from the edges of the bridge as there will be fire that deals Seared Skin

Imonar the Soulhunter

As this bridge phase will take longer healing CD’s like tranq and aura mastery will be good here.

 

Phase 3

Hero and second pots (kill or be killed)

Tanks Empowered Shock Lance the debuff will not drop off and will do ever-increasing damage to the raid, tank start of will taunting as Phase 1 on 3-4 stack then when you swap back again start to chain rolling Cd’s swap again on 6-8

Raid Empowered Pulse Grenade these players will need to move to the edges of the room so you don’t do damage to raid and knock player back, while the rest of the raid stay more central

The other ability is Empowered Shrapnel Blast move away from the as they do large damage and leave a permanent stacking dot.

Imonar the Soulhunter

 

 

TL;DR:

 

Phase 1

Tanks will need to taunt swap on 3-4 stacks of Shock Lance

Move out of Pulse Grenade and don’t stand in them tanks and melee move to next stack point and have player with amenities clear the Pulse Grenade

left on first stack point, ready to move back when needed

ready to move back when needed

Sleep Canister be 10 yards away from players, range and healers will be pre spread, melee run to center of the room, Healers Dispel asap

 

@66% – Intermission: On Deadly Ground

Dodge the mines,  Pulse Grenade from P1, Stasis Trap the stun effect can be dispelled and fire orbs. Stay away from edges of the bridge and get to the other Platform and interrupt Conflagration

Have players with amenities to clear some of the mines to make a path

 

Phase 2

Tanks use active mitigation on Sever taunt when debuff drops

Move out of Shrapnel Blast and don’t stand in them, two stack groups, just side step out

Move out with Charged Blasts make sure it doesn’t cross over the raid, use the opening in the area to stand in

 

@33% – Intermission: On Deadly Ground

Dodge the mines, Pulse Grenade from P1, Stasis Trap the stun effect can be dispelled, Shrapnel Blast that will do damage to the raid and applies a stackable dot and Blastwire a tripwire that will deal a burst of damage to the raid and fire orbs. Stay away from edges of the bridge and get to the other Platform and interrupt Conflagration Healing CD’s tranq and aura mastery

Have players with amenities to clear some of the mines to make a path

 

Phase 3

Hero

Tanks will need to manage Tanks Empowered Shock Lance stack and use CD’s these debuff do not drop off

Move away when you have Empowered Pulse Grenade don’t stand near anyone

Move away when Empowered Shrapnel Blast is cast, swirls on the floor

 


Kin’garoth

Setup

Tanks spread 5+ yards away from each other, OT be to on the right hand side of the main tank

Raid spread 5+ yards away from each other, raid to be on left hand side of the main tank

 

Phase 1

Tanks be spread 5 yards away from each other for Forging Strike and taunt on 2 stacks and swap positions.

The OT to be on the right hand side of the main tank, this is so you can deal with Diabolic Bomb your job will be to soak these as they are rolling around the room but only when the raid is stable as they will do Large amount of raid damage when you do so, but damage is decreased the further a player is away from the  Diabolic Bomb on contact, this is why you are on the right hand side of the boss creating extra distance between you and the raid team

Kin'garoth

 

Raid are to be spread 5 yards away from each other for Reverberating Strike this will do a burst of damage to the player and anyone within 5 yards of them, this will also leave a Detonation Charge on the ground that will also do pulse damage to anyone within 5 yards of it.

Kin'garoth

 

Raid will need to dodge the Diabolic Bomb that will be rolling around the room these will do a large burst of damage on contact but damage is decreased the further a player is away from it, this is why the OT will be dealing with them at distance from the raid team.

Kin'garoth

 

Raid will have to be very quick to respond when the boss cast Ruiner when the boss first casts this spell he will face a random direction you will need to start running away from where he is facing and continue to run depending on which way he will be rotating Left or Right as this will be the ability that is likely to wipe the raid.

Kin'garoth

 

Phase 2

When bosses energy bar reaches 100% Phase 2 will happen

During this phase the raid will be taking unavoidable ticking damage and Apocalypse Blast which you can avoid by moving out of the swirl effect and we will have 3 adds that we will have to deal with

Kin'garoth

 

The objective here it to kill 2 of the 3 adds within 30sec in this phase before they become active so we only have to deal with 1 active add that will start doing their abilities, So the raid team will be split into 2 equal Groups that will assigned to one of the add’s and after 40 secs of Phase 2 has started we will enter back into Phase 1 so we will have to kill the remain add asap. Dot classes could Dot the 3rd add at the start and keep rolling dot on it if we are killing the 2 main adds fast enough.

The adds will always spawn in a pre set combination each time the bosses energy bar reaches 100%

 

Phase 2 – 1st set Adds

Molten Annihilator – Annihilation – Kill

Abyssal Demolisher – Demolish – Kill

Searing Decimator – Decimation – Have raid stack on add and players with the Decimation move away from the raid

Kin'garoth

Phase 2 – 2nd set Adds

Molten Annihilator – Annihilation – Kill

Abyssal Demolisher – Demolish – Kill

Molten Annihilator – Annihilation – Raid can stay Spread and any near by players can soak Annihilation this damage is not slip so only take one player to soak each of the Annihilations

Kin'garoth

Phase 2 – 3rd set Adds

Molten Annihilator – Annihilation – Kill

Searing Decimator – Decimation – Kill

Searing Decimator – Decimation – Have the raid stack on add and players with the Decimation move away from the raid

Kin'garoth

 

 

TL;DR:

Phase 1

Tanks Taunt on 2 stacks of Forging Strike, OT Soak Diabolic Bomb away from raid

Raid Spread 5 yards and avoid Reverberating Strike and Diabolic Bomb, run away when Ruiner beam is rotating.

 

Phase 2

Kill 2 of 3 of the add’s within 30 sec then kill remaining add asap, back to Phase 1 after 40sec of adds spawning

Add spawn combinations for each Phase 2

 

Phase 2 – 1st set Adds

Molten Annihilator – Annihilation – Kill raid group 1

Abyssal Demolisher – Demolish – Kill raid group 2

Searing Decimator – Decimation – stack, players with the Decimation move away, Raid kill and then back on boss

 

Phase 2 – 2nd set Adds

Molten Annihilator – Annihilation – Kill raid group 1

Abyssal Demolisher – Demolish – Kill raid group 2

Molten Annihilator – Annihilation – Spread and soak Annihilation, Raid kill and then back on boss

 

Phase 2 – 3rd set Adds

Molten Annihilator – Annihilation – Kill raid group 1

Searing Decimator – Decimation – Kill raid group 2

Searing Decimator – Decimation – stack, players with the Decimation move away, Raid kill and then back on boss


Varimathras

Setup

Tanks

Main Tank stand in hitbox at the front, OT tank in hitbox at the rear of the boss this is to avoid getting hit by [Shadow Strike] and you both need to be within 8 yards of each other to avoid getting [Alone in the Darkness] and then applying [Misery].

when the boss reaches 100% energy he will cast [Shadow Strike] once the debuff has been applied to the Main, OT move to Main tank taunt then Main tank move to the rear hitbox of the boss.

 

Raid

Raid stack on one of two stack locations, this is because if a player it more that 8 yards of each other to avoid getting [Alone in the Darkness] and then applying [Misery].

When Boss cast Dark Fissure at 3 random players, raid will need to move to the next stack points asap as taking damage from the Dark Fissure will apply [Misery], so as soon as you see them spawning on the floor move. When in frost damage phase which is 2 mins into the fight movement speed abilities will help out here as players will be slowed.

Varimathras

Marked Prey a player will be marked and after 5 sec the boss will send out a projectile at that player, this projectile can be intercepted, so the marked player will need step out of their stack group a few yards towards the center and a rogue or DH step out and intercept the projectile as they can move back to their stack group quickly, this player will have [Misery] so healers make sure the rogue or DH are topped off before this happens. if the rogue or DH get Marked Prey they can just take the hit and make sure if another melee players gets Marked Prey to give the rogue or DH enough room so the can be in between you and the boss to take the hit.

Varimathras

The boss will apply Necrotic Embrace debuff to a random players, this player has 6 secs to move 10 yards away from the raid as when it explodes it will do a burst of shadow damage to the raid and apply [Misery] to everyone and Necrotic Embrace will spread to the entire raid as well. This players will need to be topped off before it explodes as they will get [Misery] and on top of the ticking damage that is already going out for the entire raid and increases in strength every time the boss switches phases, this is where spirit link totem can stop them for dyeing.

Varimathras

Phases

Phase 1- Torment of Flames this will do moderate fire damage to the raid as soon as you pull every second

Phase 2 – Torment of Frost 2mins after pulling the boss it will switch to frost this will do moderate frost damage to the raid every second and will slow players down by 40%, this is when movement speed abilities will help out to move quickly out when Dark Fissure is cast

Phase 3 – Torment of Fel 2mins after frost phase this will do light fire damage every 5 sec but the damage will increase by 50% each tick, hero second pot kill or be killed as if we make it to Torment of Shadows 2mins later we will all take shadow damage and everyone will get [Misery] and it’s a wipe, rolling healing CD’s mid way or near the end of Torment of Fel Phase out going damage it doing to be very high.

 

TL;DR:

Tanks stand 8 yards apart one front of boss and one rear of boss taunt on every [Shadow Strike]

Raid stack to avoid [Alone in the Darkness] and then applying [Misery]

Move to next stack next point when Dark Fissure is cast, Melee stack point and a range stack point 15 yards away from melee

If a range player has Marked Prey stay with group, we will have a Rogue or DH step out of the stack group and take the hit, if Marked Prey is on another melee players step out of the group and make sure you leave enough room between you and the boss so the Rogue or DH can take the hi

Player with Necrotic Embrace move 10+ yards away from raid and then rejoin raid spirit link totem to help keep this player up when in later Phases of the fight

 

Phases

Phase 1- Torment of Flames ticking damage

Phase 2 – Torment of Frost 2mins into the fight -ticking damage

Phase 3 – Torment of Fel 4mins into the fight – ticking damage increased by 50%/5sec Hero and chain roll healing CD’s once normal healing starts to become to hard.

Phase 4 – Torment of Shadows 6mins into the fight – shadow ticking damage cannot be healed [Misery] to the raid, you won’t last long and wipe


Coven of Shivarra

 

Setup

 

Tanks

Tanks to tank bosses 18 yards apart as they will gain a buff which mean they will take 99% less damage

Coven of Shivarra

 

Noura

The tanks tanking Noura will need to make sure she is faced away from the raid because of her frontal cone ability Fiery Strike tanks swap on 2-3 stacks or as soon as your stacks have dropped

 

Diima

When Diima is active tanks swap on 3-4 stacks Flashfreeze or as soon as your stacks have dropped, this is so the tank doesn’t get frozen in place as he has too many stacks of Flashfreeze

 

Healer

When Diima is in play which is about 3min into the fight you will have to heal the absorb shield on multiple players with Chilled Blood when this effect ends the players are stunned for a duration based on the amount of healing absorption remaining on that player

 

Melee

Melee will stack on Asara for reasons i will explain later on in the guide

 

Phase 1

Bosses in play Noura and Asara


Noura

The tank, tanking Noura will need to make sure she is faced away from the raid because of her frontal cone ability Fiery Strike tanks swap on 2-3 stacks or as soon as your stacks have dropped

Noura will cast out Whirling Saber this will deal damage to any near by player when it lands and the a spinning blade will make it way back to Noura slowly dealing damage to nearby player every sec, melee will be stacked on Asara so they don’t have to move when Whirling Saber move back towards Noura

Coven of Shivarra

 

Noura will also cast Fulminating Pulse random players so range and healer just be pre spread by 6+ yards if a melee player gets Fulminating Pulse just move to Noura and back to Asara when the debuff drops off , this is a 10 sec debuff with deal ticking damage to the player, upon expiration the debuff explodes dealing damage to the player and anyone within 6 yards

Coven of Shivarra

Asara

Asara will be doing random burst of damage to the raid with Touch of Darkness

Asara when she casts Shadow Blades 3 blade will appear next to Asara after a few moment the blades will travel straight across the room, dealing damage and knocking back any player they come in contact with, melee just quickly move away from them when this happens.

Coven of Shivarra

This is one of the reason melee are stacked on Asara is that she doesn’t have a cleave effect like Noura’s Fiery Strike  and melee don’t have to worry about movement too much from Shadow Blades as they won’t be getting hit from Fiery Strike from Noura

 

When Asara does Storm of Darkness she will be doing high damage over 15sec to everyone in the raid, but there will be several safe zone you can stand in to avoid the damage player take.

Coven of Shivarra

There will be overlap of abilities, so if you have Fulminating Pulse on you, try to stand in a corner of a safe zone, to minimise the space you occupy in that zone, giving other players more room to stand on the opposite side, inside the safe zone.

The tank, tanking Noura position the boss so player don’t get her frontal cleave Fiery Strike whilst standing in the safe zone and move the two bosses to two different zones, this is also another reason to have melee on Asara, so they don’t get cleaved while moving to a safe zone and will give the tank with Noura has more room to position them with out have 5-7 melee players being on top of them limiting the tank’s movement within the safe zone trying to avoid melee being cleaved with Fiery Strike

Phase 2

3min in to fight Noura will leave the fight and Diima will join the fight

Bosses in play will be Diima and Asara

Asara abilities are them same as detailed above in the guide so let’s look at what Diima abilities are;

 

Diima

 

The tanks tanking Diima  will need to make sure she is faced away from the raid because of her frontal cone ability Flashfreeze tanks swap on 3-4 stacks or as soon as your stacks have dropped

Healer will have to heal the absorb shield on multiple players with Chilled Blood when this effect ends the players are stunned for a duration based on the amount of healing absorption remaining on that player and we don’t want players stunned when Storm of Darkness and they have to move to a safe zone or any other abilities that happen during the fight

 

The other ability Diima does is summons an Orb of Frost that will do a flat burst of damage and will then slow any player within 30 yards of the orb by 85%, but the further away you are from the orb the weaker the slow effect is

Coven of Shivarra

 

Torment of the Titans

The non-active boss tormenting the souls with Sense of Dread that deals increasing damage during this 80sec cast, when the cast is complete the boss will do whatever ability it was casting, this can be 1 of 4 abilities and they are random but you will be able to see what ability it is from their cast bar.

 

Torment of Aman’thul Adds will spawn around the edge of the room, they have a very long cast and when the cast is complete will apply a dot to the raid and the adds will heal to full health.

The best way to deal with this is to focus two add at the back of the raid first, then move to a single add, leave 1-2 add near the front of the raid so if any adds do complete their cast at least we can get some cleave damage and dot classes can dot the bosses while we deal with the remaining adds.

Coven of Shivarra

 

Torment of Golganneth these adds spawn around the edge of the room, these adds will do a large burst of damage to anyone within 2 yards of each other, melee will have to split up into groups of 2-3 so they don’t do damage to one another range and healer just spread.

Coven of Shivarra

 

Torment of Khaz’goroth they will be spaced evenly around the side of the room and will channel a flame into the center of the room. You want to move to the side of the room before this ability comes in, stand in between the adds and away from the center and just kill them. Taking damage from the flames will do hight ticking damage to that player.

Coven of Shivarra

 

Torment of Norgannon this spawn equally spaced addes on all 4 sides of the room and start to move slowly in a straight line towards the center. Knock backs, traps, CC’s and slow effect will create gaps in between the lines of adds so players can move away, these adds do large damage to any player standing too close to them, also they are immune to damage for 30sec, so during this time focus on bosses and move away from them, use push backs, traps and CC’s. once the 30sec it up they will just melt as they only have 1HP

Coven of Shivarra

Something i would like us to try

As we have 4 druids i would like us to try out a tact where all 4 druid talent for Mass Entanglement each druid will be allocated a side and use Mass Entanglement on the middle most add in that line which should root all other adds within 15 yards of that line. As they are immune to damage, the roots should not break. The phase last 30sec before we can damage them and Mass Entanglement last 30secs, then a star fall or some sort of large AOE will just melt as they only have 1HP  the 30sec.

I’m not saying it won’t work, but would be surprise if it does as it would 100% would nullify the whole mechanic. But worth a try.

 

TL;DR:

Tanks to tank bosses 18 yards and taunt  Noura or Diima when tanks has 2-3 stacks of Fiery Strike or Flashfreeze

Healer heal the absorb shield of players with Chilled Blood so they don’t get stunned, when Diima is active

Raid move away from Whirling Saber and players with Fulminating Pulse when Noura is active

Raid move away from Shadow Blades and move into safe zone on Storm of Darkness when Asara is active

Raid move as far away from Orb of Frost when Diima is active

 

Torment of the Titans

Torment of Aman’thul Focus burst dps on adds

Torment of Golganneth Spread 2 yards and nuke adds

Torment of Khaz’goroth move to the side of the room nuke adds

Torment of Norgannon Knockbacks, traps and slows after 30sec nuke adds (druid talent for Mass Entanglement each druid will be allocated a side)


Aggramar

Tanks

Tanks will need to stack and share[Taeshalach’s Reach] and taunt when debuff has dropped, melee stay away from tanks

Raid

Raid spread 6 yards when [Scorching Blaze] is cast this does ticking damage every 0.5sec for 1.5 sec to that player and anyone within 6 yards of that player, Range and healer can be pre-spread, Melee be on bosses right leg, spread 6 yards when [Scorching Blaze] is cast then none debuff players go back to the right leg, melee players that have the debuff keep spread spread and rejoin melee group when debuff wears off.

When the bosses energy reach 100% melee, ranged and healer will need to stack behind the boss as he will do a series of 5 attacks [Foe Breaker]>[Flame Rend]>[Foe Breaker]>[Flame Rend]>[Searing Tempest]

How to deal with the series of 5 attacks;

As soon as the boss reaches 100% energy the tank that is not tanking the boss move and stacks with the raid.

1st [Foe Breaker]

Tank A will take the 1st [Foe Breaker] on his own using a big CD

1st [Flame Rend]

Tank B is to stacked with raid then taunts of Tank A and take the 1st  [Flame Rend], as [Flame Rend] needs to be shared, Healing CD required

2nd [Foe Breaker]

Tank B that took 1st [Flame Rend] then swings the boss around away from the raid and will the take the 2nd [Foe Breaker] on his own using a big CD, tank A that took the 1st  [Foe Breaker] goes and stacks with the raid.

2nd [Flame Rend]

Tank A that took the first [Foe Breaker] will stacked with raid then taunts of TankB for the second [Flame Rend, as [Flame Rend] needs to be shared, Healing CD required

[Searing Tempest]

The last cast he will do is [Searing Tempest] a large zone will appear around him, at the end of the cast will deal large burst of damage and disorient all players within in it for 5 sec, move out of the big AOE effect

Aggramar

Then continue as normal

Phase 1

There is an extra ability on top of the tanks [Taeshalach’s Reach and raids [Scorching Blaze]

Wake of Flame

The boss will cast Wake of Flame These will spawn in melee and after a short time will will sent out multiple fire wave traveling straight across the platform dealing damage and will leave a 12 sec dot to anyone that gets hit by them

Aggramar

 

1st Intermission @ 80%

The boss will travel to the middle of the room places a shield around him and will become immune to damage, make sure you are not in the middle and dont get go near his shield as it will do a knock back and deal damage and we have 3 mins to ensure all adds make it to the boss and die.

Tanks, tank big adds 15 yards away from each other and move them away from the small add Catalyzing Presence, when the big adds die it will end the Intermission

Aggramar

 

Big adds Unchecked Flame ever increasing ticking damage to the raid, until they are killed

Small adds will move toward the boss when they reach him they will do Blazing Eruption thats will leave a 15 sec dot to all raid members dealing a large burst of damage and the ticking damage every 1 for 15 sec and will increase the damage of any further Blazing Eruptio by 100%.

So one add can only make to the boss every 15 sec to manage the debuffs, Stun/slow/banish/grip, if an add dies it will leave a pool on the floor and after 18sec they will respawn with full health. Player will take large stand if they standin these pools.

Strat: Allow one of the adds to move directly to the boss kill off all other small adds, then switch to the bigs adds to get us out of the intermission because of Unchecked Flame

ensure that any adds that respawn are stun/slow/banish/grip and only allowing 1 add every 15 sec to reach the boss

Then once of the intermission we can deal with the adds one by one letting them reach the boss every 15 sec or so Stun/slow/banish/grip ect but ensuring that we don’t overlap with any other abilities to minimise the incoming damage

 

Phase 2

We will need to deal with the adds one by one letting them reach the boss every 15 sec or so using  stun/slow/banish/grip, but ensuring that we don’t overlap with any other abilities to minimise the incoming damage.

There is an extra ability on top of the tanks [Taeshalach’s Reach and raids [Scorching Blaze]

Flare

The boss will cast Flare on 3 random range players, a large zone will appear under their feet they will need to move out of the zone before they explode, players on the outer edges or near the zones will need to give the players move out of them room as [Scorching Blaze] could overlap when Flare happens

Aggramar

 

2nd Intermission @ 40%

The boss will travel to the middle of the room places a shield around him and will become immune to damage, make sure you are not in the middle and dont get go near his shield as it will do a knock back and deal damage and we have 3 mins to ensure all adds make it to the boss and die, because if there is any remaining add left after the 3min they will all explode at once

Tanks, tank big adds 15 yards away from each other and move them away from the small add Catalyzing Presence, when the big adds die it will end the Intermission

Aggramar

Big adds Unchecked Flame ever increasing ticking damage to the raid, until they are killed

There is an extra ability in the 2nd Intermission Meteor Swarm will rain down meteors onto the location of random players. Need to move out and avoid them

Small adds will move toward the boss when they reach him they will do Blazing Eruption thats will leave a 15 sec dot to all raid members dealing a large burst of damage and the ticking damage every 1 for 15 sec and will increase the damage of any further Blazing Eruptio by 100%.

So one add can only make to the boss every 15 sec to manage the debuffs, Stun/slow/banish/grip, if an add dies it will leave a pool on the floor and after 18sec they will respawn with full health. Player will take large stand if they standin these pools.

Strat: Allow one of the adds to move directly to the boss kill off all other small adds, then switch to the bigs adds to get us out of the intermission because of Unchecked Flame

ensure that any adds that respawn are stun/slow/banish/grip and only allowing 1 add every 15 sec to reach the boss

Then once of the intermission we can deal with the adds one by one letting them reach the boss every 15 sec or so Stun/slow/banish/grip ect but ensuring that we don’t overlap with any other abilities to minimise the incoming damage

 

Phase 3

We will need to deal with the adds one by one letting them reach the boss every 15 sec or so using  stun/slow/banish/grip, but ensuring that we don’t overlap with any other abilities to minimise the incoming damage.

There is an extra ability on top of the tanks [Taeshalach’s Reach and raids [Scorching Blaze]

Empowered Flare

The boss will cast Empowered Flare on 3 random range players, a large zone will appear under their feet they will need to move out of the zone before they explode and Wake of Flame that radiate out from each marked location and deal large damage to anyone hit by them, players on the outer edges or near the zones will need to give the players move out of them room as [Scorching Blaze] could overlap when Empowered Flare happens and every one to move out of the path of the Wake of Flame once Empowered Flare has exploded

AggramarAggramar

 

 

TL;DR:

 

Phase 1

Tanks need to stack on each others and tank swap for [Taeshalach’s Reach]
Raid will need to spread out 6yd for [Scorching Blaze]
Raid to dodge fire waves from boss [Wake of Flame]

Each time the boss reaches 100% energy, raid stack up, boss does 5 cast combo
[Foe Breaker] 1st cast – face boss away
[Flame Rend] 1st cast – face boss toward raid, heal cd
[Foe Breaker] 2nd cast – face boss away, tank swap
[Flame Rend] 2nd cast – face boss toward raid, heal cd
[Searing Tempest] – everyone run out and spread

1st Intermission  (80%)

Boss is immune, touching the boss shield inflict dmg and knockback
Meteor Swarm Dodge fire circles
Let 1 add reach the boss every 15sec
Stun/slow/banish/grip on adds
Tanks need to tank the 2 big adds 15 yards apart and away from the small adds.
DPS kill big adds to push the phase
When small adds die they make a fire pool and respawn from it after 18sec
All Adds must reach the boss and die within 3mins

Phase 2

Same as P1
[Wake of Flame] is replaced with Flare dodge the 3 fire circle

2nd Intermission  (40%)

Same as Intermission 1
With an added ability, a single [Wake of Flame] from boss move out of the way

Phase 3

Same as P1
Flare is replaced with Empowered Flare dodge the 3 fire circle when they explode and Wake of Flame radiate out from each marked location

Back to Guide Index


Argus the Unmaker

 

Phase 1

Tanks taunt on 2-3 stacks of Sweeping Scythe.
Raid don’t stand in front of boss Sweeping Scythe
Raid stack behind boss
At 100 energy, boss cast Cone of Death at the location of a random non tank player, rotate right

Players with Soulblight debuff will spawn Death Fog after 8sec, then run back along the line close to the previous Cone of Death to drop their orb

Tortured Rage: Large damage to the raid, might need a small CD if combo with Soulblight or Cone of Death

2 Players get targeted by white and lightning orb
White orb Strength of the Sea: running into it give 2000 haste+vers for 30sec
Lightning orb Strength of the Sky: running into it give 2000 mastery+crit for 30sec

These players move to the right hand side slightly and drop the orbs player are to pick up a buff that is relevant to them so if Haste>Vers is good for you got to white orb, is Mast>Crit got to the lighting orb, this stack so get buff every time you see one of these orbs up

 

Phase 2 @70%

Golganneth’s Wrath: move incenter during the storm

Avoid standing in any of the Edge of Obliteration scythe lines

Move boss to north edge of the room at 100 energy, the boss will apply Soulburst to 2 players one go to east and other go south side of the room and 1 player will receive Soulbomb this players is to go to the west side of the room

The tank with Avatar of Aggramar debuff run to the player with Soulbomb on the west side of the room to soak his damage

After Soulbomb Healers focus the soak Tank first, ignoring raid damage, when tank is full switch to raid

50 energy, boss apply Soulburst to 2 players one go to east and other go south side of the room (no Soulbomb)

 

Phase 3 @40%

Boss vanish and spawn 7 adds

Raid Losely spread in the middle of the room

Dodge other players Cosmic Ray will mark a player and point a beam at them. A moment later the beam will explode, dealing damage to anyone inside

DO NOT interrupt Starblast because adds become uninterpretable for 20sec after

Interrupt Cosmic Beacon on 2 adds (or wipe)

2 adds will get empowered with a weapon and need to be tanked

Tank the Blade of the Eternal add next to another casting add

Tank the Sword of the Cosmos add in the middle of the room

The Discs of Norgannon: 15 seconds into the phase, all adds will get 200% increased damage taken to a single school (fire/frost/shadow/nature, etc.) DPS should focus on killing the add that matches their damage type

 

Phase 4

Everyone dies, then click release to move as a ghost and get to the green Tree to be revived, dodge adds

Interrupt the boss to start the phase (make sure tank is alive)

Green tree is usable for the remaining of the fight, every time someone die he can release and be revived, but the tree has a maximum of rez he can do (energy)

Once the tree has no more energy, people can still use it to revive, but every time someone revive, the tree will get a high ticking debuff, healers can heal it, but eventually the tree will die

Kill adds around the room to stop their circle from expanding, move out of circle

Mote of Titanic Power will spawn when the adds die, players in ghostform can pickup the white orb to give energy to Khaz’Goroth, pickup orbs EVERYTIME you die before running to the tree

When Khaz’goroth has 20 energy, he buff the raid with Titanforged: buff damage,heal,movement speed

Tanks debuff does not drop so to use this effectively tank 1 tanks till he dies then when in ghost form collects the white orbs before he revives himself then the same with tank 2 ect

Volatile Soul still happens at 50 and 100 energy exactly  like in P2 applies Soulburst to 2 players one go to east and other go south side of the room, this time, the Soulbomb move to west side of the room and use Big CD player will die without immunity cd (as the tank won’t have the debuff to save them)

Tortured Rage: healing CD

Dodge blue swirly circles Ember of Rage

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