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Raid Info2017-12-01T23:54:40+00:00

Everyone

  • Both stages:
  • 1st Phase:
    • Ends @ 60% (65% Heroic), 20% (25% Heroic).
    • Garothi’s two cannons have unique abilities, both may not always be active
      • Decimator
        • When affected by Decimation, move at least 12-yards away from the group.
      • Annihilator
  • 2nd Phase:
    • Ends @ weapon destruction
    • Run away from Garothi when Eradication is cast to mitigate damage taken.
    • On Heroic, avoid the Surging Fel beam

Tanks

Healers

Everyone

  • Both hounds will cast abilities @ 33%, 66% (Heroic), and at 100 energy.
    • F’harg
      • @ 33 energy, if focus of Desolate Gaze, move away from the group.
      • @100 energy, when affected by Enflame Corruption, stay at least 8-yards away from other players.
        • This will periodically pulse Enflamed, dealing heavy damage to affected players and anyone within 8-yards.\
    • Shatug
      • @33 energy, avoid the path of Consuming Sphere, which travels between the boss and a targeted location.
        • Stacking debuff if you are hit.
      • @66 energy (Heroic), stack with players affected by Weight of Darkness to mitigate the fear effect.
      • @100 energy, when affected by Siphon Corruption, be prepared to stack with other players.
        • Stack with players affected by Siphoned to help mitigate the damage taken.

Tanks

Healers

  • When both hounds abilities trigger at the same time, healer cooldown will be called.
  • Players affected by Enflamed will need heavy healing when it pulses.
  • When Siphon Corruption is out, most of the raid will be taking light to moderate damage while soaking.
  • Heroic
    • Players affected by Singed will need heavy healing over time.

Everyone

  • Depending on pod, it will dictate what abilities will be present; there will only be one boss present at a time.
    • Players Inside Command Pods
      • While inside a pod, the player takes increasing damage over time from Psychic Assault.
        • On Heroic, players are unable to re-enter a pod while the Psychic Scarring debuff is on them.
      • The pods also have the following usable abilities.
        • All Pods: Chaos Pulse should be used as much as possible to maintain the 15% increased damage taken on current boss outside the pods.
        • Admiral’s Pod: Withering Fire deals heavy damage to demon adds in the arena and increases their damage taken by 25%.
        • Engineer’s Pod: Felshield Emitter places a shield device at a location, which can then be activated to create a shield that blocks 50% of fire damage.
          • This should be used before Fusillade  to help mitigate the damage done.
        • General’s Pod: Summon Disruptor Beacon places a beacon that interrupts enemy spell casts, destroys Entropic Mines, and slows enemy’s movement speed.
          • This will likely be used to help interrupt Legion Pyromancers.
    • Bosses in Command Pods
      • Admiral Svirax

        Chief Engineer Ishkar

        • Avoid the three mines created by Entropic Mine.
          • Coming within range of a mine triggers Entropic Blast dealing heavy damage, then light damage over time.
          • Felblade Shocktroopers and Fanatical Pyromancers can also trigger the mines.

        General Erodus

        • Summon Reinforcements brings several adds into the fight.
          • These adds can be used to trigger Entropic Mines to help kill them faster.
          • Legion Pyromancer
            • Their Pyroblast cast must be interrupted as it will kill most players if allowed to go through.
          • Felblade Shocktroopers
            • Demonic Charge charges one of the three players furthest away, slowing their movement speed.
              • The three players should position themselves so the Felblade Shocktrooper charges through an Entropic Mine.
              • Immediately after Demonic Charge, the Shocktrooper uses Bladestorm, dealing light damage in a frontal cone.
    • Bosses Out of Command PodsShared Abilities
      • When affected by Shock Grenade, stay at least 8-yards away from other players and move to a Felshield Emitter or use a powerful personal defensive cooldown to survive the explosion.

Healers

  • Fusillade will likely require a group-healing cooldown, especially if combined with other mechanics and adds.
  • Players targeted by Demonic Charge may need heavy healing if they can’t move out of the subsequent cleave quickly enough.

Everyone

  • Platform: NexusBase platform
    • The tanks will be managing stacks of Reality Tear.
      • Before this expires, the tank should move away from the group to mitigate damage done by the resulting Bursting Darkness.
    • Move out of the area affected by Collapsing World to avoid fatal damage.
      • This deals light damage to the entire group, even outside of the affected area.
    • Avoid the lines created by Felstorm Barrage.
    • If no players are on the Nexus Platform, Catastrophic Implosion occurs.
    • On Heroic, Transport Portal summons various demons to the fight.
      • Felblaze Imp
        • Fiery Detonation needs to be interrupted or subsequent casts will deal increasing damage to the group.
      • Feltouched Skitterer
        • Acidic Web roots players and deals light damage over time.
      • Hungering Stalker
        • Howling Shadows needs to be interrupted or spell casts should be stopped before it finishes casting.

Platform: Xoroth

  • @90% enter Portal: Xoroth.  Kill Vulcanar.
    • Vulcanar
      • Stay at least 10-yards away from Vulcanar to avoid Flames of Xoroth.
        • Ideally, this will be interrupted every time to avoid heavy damage on the tank and melee.
      • Avoid the impact locations of Supernova
    • Empowered Portal: Xoroth deals steadily increasing damage to the group while Vulcanar is alive.
      • Once Vulcanar is killed, Portal: Xoroth continues to deal light damage to the entire group.
    • When affected by Everburning Flames, move away from the group to drop the resulting Everburning Light.
      • One player must take the flames back through the portal to the Nexus Platform.
      • Standing near Everburning Light will remove Mind Fog from the Nathreza portal.

Platform: Rancora

  • @60% enter Portal: Rancora. Kill Lady Dacidion.
    • Lady Dacidion
      • Destroy the Felsilk Wraps on affected players to remove the stun and light damage over time effect.
      • Poison Essence deals damage to all players based on their current health amount.
    • Avoid the Caustic Slime pools, which apply a debuff that deals light damage over time.
      • Before the debuff expires, move at least 10-yards away from other players to avoid causing extra damage from Caustic Detonation.
    • Empowered Portal: Rancora deals steadily increasing damage to the group while Lady Dacidion is alive.
      • Once Lady Dacidion is killed, Portal: Rancora continues to deal light damage to the entire group.
  • @50% enter Portal: Nathreza. Kill Lord Eilgar.
    • Lord Eilgar
      • If possible, stay at least 35-yards away to avoid Delusions.
        • This effect can be dispelled.
        • This should be used by healers as needed in a controlled manner to regain mana.
      • If possible, stay at least 20-yards away to avoid Corrupt.
    • Empowered Portal: Nathreza deals steadily increasing damage to the group while Lord Eilgar is alive.
      • Once Lord Eilgar is killed, Portal: Nathreza continues to deal light damage to the entire group.
    • Mind Fog reduces how far players can see
      • Standing near an Everburning Light from the Xoroth portal removes the effects of Mind Fog.
      • Stepping in the Heart of Nathreza applies Cloying Shadows, reducing healing received.
        • While affected, stay at least 8-yards away from other players to avoid spreading Hungering Gloomwhen it expires or is dispelled.

Tanks

Healer

  • Constant, group-wide damage will steadily increase over the course of the fight as more portals become active.
  • Nexus Platform
    • Bursting Darkness deals varying damage to the entire group depending on how far away the tank is.
    • Collapsing World deals light damage to the entire group.
    • On Heroic, try not to cast while Hungering Stalkers are casting Howling Shadows to avoid the interrupt.
  • Platform: Rancora
    • Poison Essence will deal a burst of damage to the entire group.
      • Players should be kept around 60% health.
    • Players affected by Caustic Slime will need light healing over time.
  • Platform: Nathreza

Everyone

  • Use the Surge of Life extra action button to launch into the air and glide.
  • The Paraxis
    • The Paraxis flies above the battlefield and can’t be directly engaged.
    • Paraxis Artillery deals light, unavoidable damage to random players.
    • When affected by Rain of Fel move at least 8-yards away from other players.
    • On Heroic, when fixated by Spear of Doom, kite it away from the group while avoiding existing Fel Wake pools.
  • Major Legion Forces, important adds with special abilities, grant 20 energy when killed
    • Fel-Infused Destructor
      • Is immobile and continuously attacks the Essence of Eonar with Artillery Strike.
        • If no players are in melee range, Artillery Mode increases the firing rate.
    • Fel-Charged Obfuscator
      • Is immune to attacks while Cloaking nearby friendly units.
    • Fel-Powered Purifier (Heroic)
      • Is mobile and able to be tanked.
      • Purification removes crowd control effects from nearby friendly units and makes them immune while they remain nearby.
      • Don’t be in front of these to avoid the cleave effect from Swing.
  • Minor Legion Forces, minor adds that move towards Eonar down each lane and grant 7 energy when killed
    • Felguard – medium health and medium speed
    • Felhound – low health and fast speed
    • Fel Lord – high health and low speed
    • Volant Kerapteron – flies, must be targeted by range DPS
  • Essence of Eonar
    • Whenever players kill an enemy, the Essence of Eonar gains energy. 20 energy per Major Legion Force, 7 energy per Minor Legion Force.
    • At 100 energy, Life Force deals damage to The Paraxis and kills all Legion forces currently active.
      • On Heroic, this only kills Minor Legion Forces.

Healers

  • The Paraxis
    • Rain of Fel deals critical damage to affected players and anyone nearby if they can’t move away in time.

Everyone

  • 3 Stage fight
    • Stage One Stage One ends @ 66%
      • The tanks will be dealing with a stacking damage taken increase from Shock Lance.
      • Move at least 10-yards away from players affected by Sleep Canister.
        • This should be dispelled in a controlled manner.
        • When dispelled, triggers Slumber Gas, putting all players within 10-yards to sleep.
      • Avoid Pulse Grenades on the ground.
        • Being hit increasing nature damage taken by 50%, from the Shocked debuff. (Heroic)
      • Don’t leave the current platform to avoid damage from Infernal Rockets.

      Intermission One

      The intermission occurs as players travel across the walkway to the new platform, during which various traps must be avoided.

      • Imonar channels Conflagration on the next platform.
        • This must be interrupted to begin the next stage.
        • On Heroic, Conflagration has additional effects.
          • While channeling, Imonar sends fire orbs down the bridge that must be avoided.
          • Gathering Power deals steadily increasing damage to all players.
      • Stasis Trap deals heavy damage and stuns players within 5-yards.
      • Pulse Grenade deals heavy damage and knocks plays back within 5-yards.
        • On Heroic, being hit increasing nature damage taken by 50%, from the Shocked debuff.
      • Blastwire deals moderate damage to the entire group.
      • Shrapnel Blast deals moderate damage and causes players to take light damage other time within 7-yards.
      • Seared Skin affects the edges of the bridge. (Heroic)
        • Touching the edges deals heavy damage over time and increases damage taken.

      Stage Two

      • Stage Two starts when Imonar reaches 66% health, after jumping to a new platform, and ends when he reaches 33% health.
      • The tanks will be dealing with increasing damage over time from Sever.
      • When affected by Charged Blasts, move away from the group so the line from the Legion ship doesn’t hit other players.
      • Avoid Shrapnel Blast mines on the ground.
        • Triggering them inflicts moderate damage to players within 7-yards and causes light damage over time.
      • Again, don’t leave the current platform to avoid damage from Infernal Rockets.
    • Intermission TwoThis intermission is the same as the first one, players must avoid traps while they move to the next platform.
      • Imonar channels Conflagration on the next platform.
        • This must be interrupted to begin the next stage.
        • On Heroic, Conflagration has additional effects.
          • While channeling, Imonar sends fire orbs down the bridge that must be avoided.
          • Gathering Power deals steadily increasing damage to all players.
      • Stasis Trap deals heavy damage and stuns players within 5-yards.
      • Pulse Grenade deals heavy damage and knocks plays back within 5-yards.
        • On Heroic, being hit increasing nature damage taken by 50%, from the Shocked debuff.
      • Blastwire deals moderate damage to the entire group.
      • Shrapnel Blast deals moderate damage and causes players to take light damage other time within 7-yards.

      Stage Three

      Stage Three begins when Imonar reaches 33% health, after jumping to his final platform, and ends when he’s killed.

Everyone

  • Alternating two phase fight
    • Phase 1
      • During Deployment, you’ll be fighting Kin’garoth directly, alongside his creations. This Stage ends when Kin’garoth reaches 100 energy and begins again after 40-seconds.
        • The tanks will be dealing with Forging Strike.
          • Don’t stand within 5-yards of the tank to avoid the area of effect.
        • Avoid the Detonation Charges left behind by Reverberating Strike.
        • Avoid Diabolic Bombs.
          • These should be detonated in a controlled manner when they’re away from the group.
        • Avoid the Ruiner beam as it sweeps across the room.
        • Leave the Construction Bays when Cleansing Protocol is cast.
        • Shattering Strike deals light damage to the group.
    • Phase 2
      • During Construction, Kin’garoth enters his construction console and players will be fighting his creations. This Stage begins when Kin’garoth reaches 100 energy and ends after 40-seconds.

        Fel Reavers

        The following fel reavers will be constructed during the Construction Stage.

        • Garothi Annihilator
        • Garothi Decimator
          • When affected by Decimation, move away from other players to help mitigate the damage taken.
        • Garothi Demolisher
          • Stack on players affected by Demolish to split the damage.
            • Being hit also increases shadow damage taken, likely making it impossible to help split the damage again until the debuff is gone.
        • All fel reavers take additional damage due to Initilizing upon spawning.
          • This effect starts at 30 stacks and decreases by one stack every second.
        • Killing a fel reaver triggers Feedback Overload, damaging Kin’garoth for 4% of his maximum health.

Healers

  • Phase 1
    • Triggering Diabolic Bombs will cause heavy damage to the entire group.
      • This will likely require a group-healing cooldown.
  • Phase 2
    • Fel Reavers
      • Soaking Annihilation or Demolish will cause light to moderate damage to players soaking.
        • Either of these abilities may require a group-healing cooldown if combined with other group-wide damage abilities.
      • Players affected by Decimation will need heavy healing and should be at full health before the effect expires.

Everyone

  • The group will be taking constant, light damage over time from Torment of Flames or Torment of Shadows.
  • Taking Shadow damage causes players to be immune to heals for 7-seconds and take increased Physical damage due to Misery.
  • The tanks will be dealing with Shadow Strike.
    • This will apply Misery.
    • On Heroic, don’t stand in front of the boss to avoid the cone effect.
  • Stay within at least 8-yards of one other player to avoid being hit by Alone in the Darkness.
    • The best way to handle this is to have one melee and one ranged group.
  • Move out of Dark Fissure before they expire.
  • When affected by Marked Prey, position so you remain within range of other players after being knocked back.
  • When affected by Necrotic Embrace, move at least 10-yards away from other players to prevent it from spreading. (Heroic)

Everyone

  • The Shivarra
    • The Shivarra share a health pool and take decreased damage when within 18-yards of one another due to Shivan Pact.
      • Two shivarra will be active at a time.
      • The active shivarra change every time two Titan apparitions are defeated (as noted below).
      • The order is Fire, Shadow, Ice. (Fire + Shadow are active, then Shadow + Ice, and finally Ice + Fire).
    • The group takes steadily increasing damage over time from Sense of Dread while a titan is being tormented.
      • This goes to 9-stacks and then resets.
    • Noura, Mother of Flames
      • The tanks will be dealing with Fiery Strike.
        • Don’t stand in front of Noura to avoid the cone effect.
      • Avoid the impact location of Whirling Saber and the path it takes back to Noura.
      • When affected by Fulminating Pulse move at least 6-yards away from other players. (Heroic)
    • Asara, Mother of Night
    • Diima, Mother of Gloom
      • The tanks will be dealing with Flashfreeze.
      • Players affected by Chilled Blood will need to be healed quickly to remove the absorb effect.
      • Stand further away from the Orb of Frost to mitigate the decreased movement speed effect while it’s active. (Heroic)

    Torment of the Titans

    While tormented, an apparition of the titan must be defeated before its corresponding effect becomes too much to handle.

    • Torment of Aman’thul
  • Machinations of Aman’Thul heals the apparition to full health and deals damage over time to the group.
  • DPS must kill the Aman’Thul apparition before the cast finishes.
    • Torment of Golganneth
    • Torment of Khaz’goroth
    • Torment of Norgannon
      • Avoid the spectral visages summoned by Spectral Army of Norgannon.
        • Use stuns, roots, and knockback effects to help create openings.
        • After 20-seconds, they can be killed.

Healers

  • The Shivarra
    • Be aware of the steadily increasing damage over time from Sense of Dread.
      • This will likely require a group-healing cooldown as it nears 9-stacks.
    • Also be aware of the random damage from Touch of Darkness.
    • Players affected by Chilled Blood will need heavy healing until the absorb effect is removed.
    • Players affected by Fulminating Pulse will need light healing over time.
    • The group will take moderate damage over time during Storm of Darkness.
      • This will likely require a group-healing cooldown.

Everyone

  • Phase One
  • Intermission One
    • Ends when two Taeshalach are dead.
    • Aggramar is immune to damage, touching him inflicts light damage from Corrupt Aegis.
    • Flame of Taeshalach
    • Ember of Taeshalach
      • These slowly move towards Aggramar, upon reaching him they trigger a Blazing Eruption.
      • Wrought in Flame generates energy over time.
      • Avoid the Molten Remnants left behind when Embers die. (Heroic)
        • These pools will reanimate into an Ember again, and continue traveling towards Aggramar.
    • Avoid the impact locations of Meteor Swarm. (Heroic)
  • Phase Two
    • This Stage begins when the two Flame of Taeshalach from the Intermission are killed and ends when Aggramar reaches 40% health.
      • Several abilities from Stage One continue during this Stage:
      • Avoid the impact locations of Flare.
      • At 100 energy, Aggramar again begins Taeshalach Technique, unleashing a series of attacks.
  • Intermission Two
  • Phase Three
    • Starts when two Flame of Taeshalach are dead and Aggramar is @ 40%
    • Several abilities from Phase One and Two continue during this Stage:
    • Avoid the impact locations of Empowered Flare.
    • At 100 energy, Aggramar again begins Taeshalach Technique, unleashing a series of attacks.

Healers

  • Scorching Blaze causes players to need light healing over time.
  • Players standing in Flame Rend will need light to moderate healing, depending how many are splitting the damage.
  • Be aware of the possible heavy damage from Blazing Eruption if Embers reach the boss or gain 100 energy.

Everyone

  • Phase One
  • Phase Two
  • Phase Three
    • Aman’thul subdues Argus with Temporal Blast, releasing Constellar Designates.
    • Constellar Designates
      • Avoid the Cosmic Ray between the Designate and a random player.
      • Cosmic Beacon should be interrupted.
        • If not interrupted, Cosmic Smash will land on the targeted player, dealing moderate damage to the entire group and stacking light damage over time.
      • Starblast deals light damage to random players.
      • Periodically, two of the Designates will gain weapons from the Stellar Armory
        • While wielding a weapon, Designates no longer use the abilities above.
        • Sword of the Cosmos increases melee damage done.
          • Also applies Cosmic Power, increasing the damage done of all Designates within 20-yards.
        • Blades of the Eternal increases melee damage done.
      • On Heroic, Impending Inevitability makes the Designate immune to interrupts for 20-seconds every time it’s interrupted.
        • This means Starblast should never be interrupted.
    • Norgannon’s Aid grants The Discs of Norgannon, increasing elemental damage dealt to the Constellar Designates. Each Designate will be vulnerable to one school of magic.
  • Phase Four
    • Argus kills all players with Reap Soul, while dead, players are in the Spirit World.
    • The Spirit World
      • While dead, players will be inside the Spirit World.
      • Avoid the Hungering Souls, touching them triggers Soul Detonation, knocking players back and reducing their movement speed.
      • Collect Motes of Titanic Power to fuel Khaz’goroth’s Titanforging, explained more below.
    • Players are able to resurrect and leave the Spirit World with Eonar’s Aid.
      • Dead players may stand by the Gift of the Lifebinder to be returned to life.
      • Once the Gift is depleted, it becomes a Withered Gift of the Lifebinder and must be healed before it’s able to resurrect more players.
        • Each player that resurrects applies a stack of Withering Roots, making it harder to heal the Gift as the fight goes on.
    • Khaz’goroth’s Aid
      • Khaz’goroth gains a stack of Titanic Essence each time a Mote of Titanic Power is collected in the Spirit World.
      • At 20 Titanic Essence, he will begin channeling Titanforging for 1.5 seconds per stack of Titanic Essence, including any gained during his channel.
        • While the channel is active, all players gain increased damage, healing, and movement speed from Titanforged.
    • The Living World
      • End of All Things should be interrupted.
      • Argus uses several abilities from earlier stages.
      • Avoid the impact locations of Ember of Rage.
      • Avoid standing in the steadily increasing area of effect around Reorigination Modules to avoid the fatal damage from Reorigination Pulse.
        • Each Reorigination Pulse deals damage to the Reorigination Module and creates Motes of Titanic Power in the Spirit World.
        • These may need to be DPS’d down slightly to prevent the Pulse Radius from becoming too large.

Healers

  • Phase One
  • Phase Two
    • During Volatile Soul, the group will be taking moderate to heavy damage depending how far away from the group players are with the bombs.
      • This may require a group-healing cooldown.
      • Players affected by Soulburst will need additional healing.
    • After Soulbomb Detonation, the tanks that absorbed the damage will need critical healing.
  • Phase Three
    • Players affected by Cosmic Ray will need additional healing.
    • If Cosmic Smashes get through, the group will be taking moderate to heavy damage over time.
  • Phase Four
    • Be prepared to heal the Withered Gift of the Lifebinder.
    • Tortured Rage inflicts heavy damage to the entire group.
      • This may require a group-healing cooldown when combined with other abilities.
    • During Volatile Soul, the group will be taking moderate to heavy damage depending how far away from the group players are with the bombs.
      • This may also require a group-healing cooldown.
      • Players affected by Soulburst will need additional healing.
    • Reorigination Pulse will deal light damage to the entire group.
    • Again, after Soulbomb Detonation, the tanks that absorbed the damage will need critical healing.