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1. Arcane Wrath
[Branded]
2. Arcane Aberration
[Void Add]
3. Mark of Chaos
[Tank Bomb]
4. Force Nova
[Pulsing Circle]
5. Destructive
Resonance
[Mines]
1. Arcane Wrath
[Branded]
2. Arcane Aberration
[Void Add]
3. Mark of Chaos
[Tank Bomb]
4. Force Nova
[Pulsing Circle]
5. Destructive
Resonance
[Mines]
Awaken Runestone
1. Arcane Wrath
[Branded]
2. Arcane Aberration
[Void Add]
3. Mark of Chaos
[Tank Bomb]
4. Force Nova
[Pulsing Circle]
The tank affected by Mark of Chaos: Displacement will now teleport to a random players
location.
How to deal with it?
Tank still needs to run at least 35 yards away from everyone [same as Phase 1 but the
tanks just need to be aware and not get disoriented by the teleport]
Whats different from Phase 1?
The nova will now push back everyone, so players will most likely be taking a bit more
damage from the nova
How to deal with it?
Druids can use Stampeding Roar so that the raid can quickly pass through the nova. All
other movement speed cool downs should work as well.
Blink, disengage, displacer beast, etc. can still be used to dodge this mechanic
Whats different from Phase 1?
Mostly the same as Phase 1, but mines will now grow to double their size before expiring
after 1 minute
How to deal with it?
Same as Phase 1
Intermission 1 or Phase 2.5 (Starts at 55% and lasts 1 minute)
What does it do?
The boss will become immune to damage
The boss spawns two Gorian Warmages to the left and right of the entrance. Warmages
will fixate on random players for 15 seconds and cast nether blast, dealing heavy damage
to the target and anyone nearby. Warmages also have dominance aura which buffs nearby
allies
The boss also spawns several Volatile Anomaly adds that will destabilize when killed,
causing heavy aoe damage
How to deal with it?
If targeted by the Gorian Warmages fixate, you should just run out the raid group until the
debuff falls off
The raid should focus one Warmage, and should not split damage.
DPS should interrupt as many of the Warmages Nether Blasts as possible because each
successful cast gives the Warmage Nether Energy which increases damage done by 25%
for 6 seconds
The tanks should pick up the Volatile Anomalies and tank them on the complete opposite
side of the warmages. These adds can be aoed to a certain point; however, they should
not die all at once because of the aoe damage they do when killed.
A few dps should be responsible for focusing the Anomalies down one a time.
Phase 3: Power of Fortification (55% to 25%)
[translation: abilities last longer or take longer to deal with]
Whats different from Phase 1?
Range of the jump only reduces by 25% instead of 50%
How to deal with it?
Players affected by 6 or more stacks of Branded: Fortification should pass is to a mobile
dps who can then get away from the raid and outrange the next jump
Whats different from Phase 1?
The add is now immune to stuns and cc effects and has higher health
How to deal with it?
The add should still be #1 priority for dps as the aoe damage is significant while its alive
Whats different from Phase 1?
The tank affected by Mark of Chaos: Fortification will be rooted in place. The mark still
triggers after 8 seconds and does massive aoe damage.
How to deal with it?
The tank must either pre-emptively move away from the raid just before Mark of Chaos:
Fortification is cast or use movement abilities to get away.
Melee dps need to be aware of their proximity to the tank with the debuff and should stay
away even if its a dps loss.
Whats different from Phase 1?
The nova will now happen 3 times over 16 seconds, instead of once
5. Destructive
Resonance
[Mines]
Awaken Runestone
1. Arcane Wrath
[Branded]
2. Arcane Aberration
[Void Add]
3. Mark of Chaos
[Tank Bomb]
4. Force Nova
[Pulsing Circle]
5. Destructive
Resonance
[Mines]