Heroic TL;DR

BY crzypck / July 4, 2021

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Tarragrue

  • Two Phase fight. P1 is 100%-10%, P2 is 10%-0%
  • You’ll clear a floor of Torghast on your way to the boss, complete with Anima powers
    • Make sure 2-3 people get the Anima power “Ever-Beating Heart”
  • Tank boss near middle of room
  • Overpower is a big tank smash, tank swap after each one
  • Remnant of Forgotten Torments makes a soak circle on the ground in one of 3 flavors
    • Each flavor does a raid-wide effect. Upper-Reaches Might increases the raid’s Physical damage taken, Mort’regar’s Echoes increases the raid’s Magic damage taken, Soulforge Heat is a raid-wide DoT
    • Soaking the circle reduces the potency of the raid-wide effect, but puts that same effect on the player soaking as a 1.5 minute debuff
    • Have 2 people help soak each, clear the circles ASAP
  • Players with Predator’s Howl need to stay 5 yards away from people, and healers should dispel this
  • Healers need to keep people with Grasp of Death alive, it ticks hard
  • Chains of Eternity will throw a giant chain at a marked player. Chain hits the first person it comes in contact with, stunning them & pulling them to the boss. If they reach the boss, they die. Have a player with “Ever-Beating Heart” Anima Power soak this, they don’t get stunned
  • Hungering Mist is the boss’s signature ability, basically a dance. Creates several images of itself, they put down mist, mist explodes. Run to the safe spot. Repeat several times. 
  • Sooth or Tranq Shot the boss when he uses Fury of the Ages
  • At 10%, boss casts Jailer’s Gaze, removes all Anima Powers from the raid, boss starts dealing 500% increased damage, no other abilities
    • Kite boss & burn him

 

Eye of the Jailer

  • 3 phase fight. You’ll alternate between P1 and P2 two times. After the 3rd P2, you enter P3
  • There’s harpoons in the top corners of the crescent shape room. Clicking the harpoon yeets you across the open area
  • Piercing Lens is basically the boss’s melee attack
  • Deathlink shoots a lazer at the tank, also deals splash damage to anyone nearby. Don’t stand on the tank
  • Eye Bolt is basically just random damage on the raid
  • Dodge the Fracture Soul swirlies. If you fail, run over the 3 images of yourself you see ASAP
  • Annihilating Glare is a giant ass spinning lazer beam that does a 360. Run from the beam, use the harpoon pile to lob yourself across the room to stay ahead of the lazer
  • When a player is targeted by Dragging Chains, they should run to a marker near the center of the room. 5-6 people should run there as well to help soak. They all get chained & dragged towards the edge. More soakers = weaker pull. 
    • Then add drops down. Kill the add. Tank swap after 3 stacks of Assailing Lance from the add.
  • P2 triggers at 66% and 33% HP
    • 2 Deathseeker Eyes spawn, one on each point of the crescent
    • Tank these 30+ yards away, or you wipe
    • Kill within 8 seconds of each other, or you wipe
    • Dispel Slothful Corruption debuff when it comes out
    • Drop Spreading Misery puddles at the far edges of the platform
    • When the eyes die, you re-enter P1
  • P3 triggers after the 2nd p2 ends
    • Boss retains all the same abilities as P1, but attacks 50% faster
    • Also now does ticking damage every 10s, increasing in power
    • Lust at the start of P3

 

The Nine

  • 2 Phase fight. P1 is against 2 big Val’kyr – Kyra and Signe, P2 triggers when either of the first two bosses hits 15%. 3rd, much larger Val’kyr – Skyja.
  • Tank Kyra & Signe on each other
  • Tanks swap in p1 when the Kyra tank has 3 stacks of the debuff
  • Kill the blob when it comes out, and interrupt its cast
  • Interrupt both of Signe’s abilities
  • At 100 energy, Kyra and Signe each have a special ability
    • Kyra – pulls everyone towards hurt, then explodes on anyone within 10 yards
    • Signe – pushes everyone away from her, then explodes on anyone further than 10 yards
    • Run away from Kyra, run to Signe
  • Bring them both to 15% at the same time
  • Skyja comes when either hits 15%
    • Lust when she comes down
    • Finish off first 2 bosses, then nuke Skyja
  • Tanks need to swap at 3 stacks of Pierce Soul
  • Healers may want to CD for Resentment
  • Fragments of Destiny are sets of 3 permanent debuffs that can be dispelled. Dispelling makes it jump to the closest player. Having all 3 debuffs on the same person makes them disappear, and drop a puddle 
    • Have a marker near the edge of the room
      • Have assigned person on the marker
    • Stand in a triangle around the assigned person, dispel all 3 debuffs on that person
    • This’ll make them disappear, and puts the puddle wherever you chose the marker
  • There’s also 6 Val’Kyr add abilities throughout the fight. One is lines to dodge, one is large purple circles for people to spread with, one is some soak circles on the ground that need soaked, one is tiny circles on several players that just need to spread out, one is a massive meteor-style circle for split damage that needs soaking, and the last puts a ground-based shield you have to move the bosses out of
    • These occur progressively more frequently the longer the encounter goes

 

Remnants of Ner’zhul

  • Single phase fight, nuking down Ner’zhul
  • Boss’s armor Shatters off at 80%, 60%, and 30%. Causes raid-wide AoE damage
  • Players with Malevolence need to run to edge of room & be dispelled. This debuff being removed knocks back everyone in the raid, and leaves a puddle. Make sure if you are the one being dispelled, your back is to the center, or you get knocked off
  • Dodge the super obvious Grasp of Malice lines
  • Aura of Spite ticks the entire encounter, just heal through it
    • Dodge the Spite swirlies when they come out
  • Orb of Torment adds spawn sometimes, take 99% reduced damage
  • Boss does a lazer called Suffering. If this hits an Orb of Torment, it’ll make the orb take full damage. Tanks make sure to hit the orbs with the lazer
    • Then DPS swaps and kills orb
    • Someone then has to pick up the orb, walk it to the edge, and lob it off the side
    • Tanks need to swap after a Suffering cast
  • Bloodlust either on pull or 30%, whatever works best for you

 

Soulrender Dormazain

  • Single phase encounter, with Garrosh being tortured in the background
  • Torment causes 3 of the 4 quadrants to fill with anima and explode, dealing massive damage
    • When Torment happens, find the safe quadrant
    • When Tormented Eruptions happens, it’s Torment 5 times back to back. Keep running around from safe spot to safe spot, or you die
  • When Warmonger Shackles is cast, have 3 assigned players each grab 1 shackle and start running to the back of the room
    • Everyone else stacks up on a raid marker, and pop 1-2 healing and/or DR CDs
    • You have 35s to clear all 3 Shackles, or you wipe within seconds 
  • When the Mawsworn Agonizer adds come out, slow all of them. Use grips & knockbacks to try and group them up & blast them
    • Players with Brand of Torment circles should stand directly on top of the adds, increases the damage they take
    • Do not let these adds reach Garrosh
  • Players with Brand should spread out from other people whenever they are not standing on adds
  • Tanks swap after every Ruinblade
  • Dodge the swirlies Garrosh throws at the ground
    • Also don’t stand near where Garrosh is

 

Painsmith Raznal

  • 2 Stage encounter. Stage 2 is basically an intermission. Stage 2 happens at 70% and 40%
  • Square grid platform
  • Boss carries a giant weapon. Throws weapon at a tank periodically, dealing chunk of damage to the whole raid
    • Also creates spikes shooting from the floor. 
    • Different patterns based on how many intermissions you did. 
    • 0 intermissions done = spikes radiate out from where weapon landed
    • 1 intermission = spikes in a cross 
    • 2 intermissions = radiates + cross
    • Dodge spikes
  • When the Spiked Balls come out, mark one & kill it, leaving yourself an open space to walk through
  • Players with Shadowsteel Chains need to stay a few yards away from everyone
  • Raid Leader needs to call out when to clear the Flamescale Traps, spread them out 2s apart
  • Intermission
    • Basically dancing through spikes the whole time, don’t get hit
    • Also dodge swirlies
    • Intermission lasts 50 seconds
  • Lust after 2nd intermission, nuke down boss

 

Guardian of the First Ones

  • Single phase fight, reminiscent of Sludgefist
  • 3 Pillars around the room called Energy Cores
  • Lust on pull
  • Boss’s energy slowly ticks down. When it hits 0, he starts chaincasting Purging Protocol, deals massive damage & ramps each cast
  • Having boss near an Energy Core regens his energy, and interrupts Purging Protocol casts
    • Once an Energy Core has been drained, it explodes and disappears
    • While boss is gaining energy, the Core ticks for heavy AoE damage. Small circle around the Core takes 85% reduced damage from the AoE, so everyone stack in the small circle around the Core
    • It’s explosion deals massive damage, so move out to avoid explosion
  • Start with boss not near any Cores, bring towards a Core after he runs out of energy & casts Purging protocol twice
    • Rinse & repeat this with the remaining two Cores
  • Dodge Disintegration lines
  • Players with Threat Neutralization need to move away from everyone else
  • Run away from the Form Sentry floating orbs. These are just kinda annoying, but do not stand in the circle under them
  • Tanks need to swap halfway through the Elimination Pattern
    • 2 part combo, cannot soak both
  • Kill boss

 

Fatescribe Roh’Kalo

  • 3 Stage fight, Stage 2 is basically an intermission. Intermission occurs at 70% and 40%. After first intermission, return to Stage 1. After second intermission, go to Stage 3. 
  • Stage 1
    • Tank with Invoke Destiny needs to run away from the raid for when it explodes
      • Raid needs to kill the add that spawns, if you’re fixated don’t let it reach you
      • Blow up the smaller adds that spawn after the first add dies
    • Don’t get hit by the Fated Conjecture lazer beams
    • Players with Call of Eternity need to run to edges of room to drop the debuff. When debuff expires, leaves an orb on the ground
      • All old orbs explode every time Call of Eternity debuffs expire
      • Don’t be standing near orbs
  • Stage 2
    • Boss takes 99% reduced damage, you have 40 seconds to complete the intermission
    • Raid takes ticking damage the entire intermission, and little adds spawn that you just need to kill & interrupt
    • Also dodge little floating orbs that’ll be moving around
    • The 6 rings on the ground activate and reorganize themselves
    • Each ring gets 1 blue target (left), and 1 blue Rune (right)
    • Several players get Empowered, and when empowered people stand on a ring it spins
      • Odd # of empowered players on ring = clockwise
      • Even # of players = counterclockwise
      • Need to get the Rune onto its target spot
      • Once you get all 6 runes done, you complete the intermission
      • Failure to complete within 40s = wipe
  • Stage 3
    • Lust immediately
    • Boss actives several rings at a time throughout this phase, same number of players get empowered
      • Same rules for spinning, odd = clockwise, even = counterclockwise
      • Clear the runes ASAP, you only have 30 seconds in Stage 3, or you wipe
    • Boss also retains all P1 abilities, gets pretty hectic

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