Table of Contents

Introduction

Hello everyone and welcome to the Battle of Dazar’alor Discipline Raid Guide. I am Hellpriesto, a Mod here at WarcraftPriests. All feedback and discussion is welcomed. Feel free to contact myself or Clandon. The best place to reach us is in the WarcraftPriests Discord.

Discipline is an extremely competitive contender for a raid spot as it brings consistent damage, strong damage reductions and healing. Due to Atonement application being more mana expensive, we must make sure we choose our targets well.

This raid is a little bit different due to having variations of bosses depending on whether you are Horde or Alliance. The order for both factions is exactly the same, except for the second and third boss which are switched around. The first three bosses have the same ability set just with different names. To highlight which abilities are for which faction, abilities within this guide will have the following colour scheme: Horde (red), Alliance (blue). Do note that if you’re facing a boss which is tackled by the opposing faction your race and racials will be changed.

Acronyms

PW:S – Power Word: ShieldPW:R – Power Word: RadianceSW:P – Shadow Word: PainPTW – Purge the Wicked
MB – MindbenderSF – ShadowfiendPS – Pain SuppressionPW:B – Power Word: Barrier
PotDS – Power of the Dark SideMD – Mass DispelLoF – Leap of FaithToF – Twist of Fate
SD – Shield DisciplineSotM – Sins of the ManySCov – Shadow CovenantLB – Luminous Barrier
GCD – Global CooldownDoT – Damage over TimeHoT – Healing over TimeCC – Crowd Control

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Gameplay

Applying Atonement:
  • PW:S – Cheapest single target applicator that can be applied on the move and does minimal overhealing.
    • Do not fall into the habit of using PW:S excessively as you will run out of mana very fast.
    • Maintain usage on tanks to keep Atonement rolling
    • When applying PW:S you need to make sure that the Atonement it provides will be used, otherwise its a considerable waste throughout an entire encounter. For example, applying Atonement to a player with a DoT is a very efficient use.
  • Shadow Mend – Doubles up as our main direct heal spell for single target.
    • Sees frequent use to apply Atonement when targets are missing health.
    • It is worth a mention that if you have the newly updated Depth of the Shadows Trait. As of patch 8.1 this trait now causes Shadow Mend to apply 2 extra seconds of Atonement. This means that when you can make use of the direct heal and longer atonement it may be worthwhile to use Shadowmend to apply Atonement more often.
  • PW:R – Most efficient Atonement spread for multiple targets.
    • If possible try not to sit at 2 charges for too long. (only hold charges if bursting soon or literally zero damage going out)
    • Uses are generally planned per boss for specific abilities.
Dealing Damage
  • Penance – Our main source of healing through Atonement which is castable on the move. Should be used often as it will do both high damage and healing.
  • Smite – Our main “filler” for doing both damage and healing as its mana cost is extremely low. Due to this our downtime on fights should be very low.
  • Shadow Word: Pain – Maintain one application as often as possible for constant healing over time and PotDS procs.
    • Multi-dotting can be worth in depending on the situation, but be aware that it’s quite mana expensive and won’t grant more PotDS procs.
Cooldowns
  • Evangelism (talent) – Due to how often Evangelism is misused we feel its necessary to make a special mention here. This talent is a major tool in supplementing discipline’s burst. All uses should be tailored per fight in accordance to damage periods which are deadly to the raid. It should always be aligned with two PW:R charge uses and planned a good 10 seconds in advance of the damage. A typical Evangelism is set up as follows:
  • Schism (talent) – Schism provides considerable extra damage and therefore more healing to Atoned targets. You want to make the most of the 9 second damage buff by always having atonement out first and only casting damage spells within the duration.
  • Power Word: Solace (talent) – Provides considerable mana and damage at no cost. Make sure to maintain consistent use of this ability.
  • Desperate Prayer – Used to keep yourself alive.
    • If used before using a healthstone, the healthstone will do more for you.
  • Shadowfiend – Whilst this is a damage CD, it is used as a healing CD as it will give a tremendous amounts of healing through Atonement. Should be used in conjunction with Evangelism in most situations.
  • Pain Suppression – This is the best single target damage reduction in the game and is extremely strong at saving a life. Also worth noting this spell is off the GCD
  • Rapture – Empowers all shields cast whilst active (not shields out at the time of cast). This CD allows you to put out a lot of effective health which gives you a nice buffer to keep people alive.
    • It’s usually better to use Rapture in between your Evangelism bursts.
  • Power Word: Barrier – Very strong stacked damage reduction and should be used preemptively for group damage.
Other Utility
  • Purify – Standard healer dispel.
  • Dispel Magic – Can dispel buffs on enemies.
  • Mass Dispel – Has a long CD and expensive mana cost but is great for either/both dispelling buffs/debuffs on friends/foes.
  • Fade – Standard threat drop if you take aggro or accidentally pull enemies.
  • Leap of Faith – Whilst this spell is very often seen as a means to troll fellow players as it can be very disorientating. If you can find areas to use it helpfully, you will be thanked generously.

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Talents

This is just a quick rundown of the better options, any talent differences will also be recommended per boss.

  • Level 15 (Tier 1): Schis
    • Schism – The best talent on the row with the strongest output gain.
  • Level 30 (Tier 2): Angelic Feather
    • This is the default pick as it provides mana free mobility.
  • Level 45 (Tier 3): Power Word: Solace
    • Power Word: Solace – The greatest damage and mana gains.
  • Level 60 (Tier 4): Shining Force
    • This row isn’t overly important but Shining Force may get more use for any adds that need knocking back.
  • Level 75 (Tier 5): Sins of the Many or Shadow Covenant
    • Sins of the Many – All round damage and healing through atonement bonus. Generally the default choice.
    • Shadow Covenant – Solid healing talent. Very valuable in situations where there is a large healing requirement outside of your high atonement windows or large amounts of movement.
  • Level 90 (Tier 6): Halo or Purge the Wicked
    • Halo – Strong for raid healing in most situations.
    • Purge the Wicked – Strong talent in situations where multidotting is available during damage intake.
  • Level 100 (Tier 7): Evangelism or Lenience
    • Evangelism – The best talent for raid healing.
    • Lenience – Niche uses, fights where evangelism value is low.

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Champion of the Light

  • Frida Ironbellows
  • Ra’wani Kanae

This encounter consists of a single phase which alternates through abilities depending on which Crusader Seal the boss has active. These Seal’s will switch roughly every 50 seconds. Adds will also spawn which need to be kept away from the boss at all times due the buffs each Seal can give.

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Raid-wide damage per boss melee swing during Seal of Retribution and a single Judgement: Reckoning cast

Mythic Damage Patterns

Coming soon

Healing Tips

Please note that all suggestions are to be used as guidance, not as a set in stone example.

Ability Breakdown

Abilities

  • ZealotryFills the caster with the might of the crusade, increasing Holy damage done by 2%. This effect stacks
  • Sacred BladeImbues the wielder with holy energy, causing melee attacks to inflict additional Holy damage every 2 sec. This effect stacks.
  • Wave of LightReleases a wave of holy light towards a friendly target, inflicting Holy damage to all enemies hit. Additionally, Wave of Light heals all allies for 5% of their maximum health every 1 sec for 7 sec when hit. If no allies are present, Wave of Light targets an enemy instead.
  • Divine Protection (Heroic/Mythic) – Provides protection for an ally, reducing damage taken by 99% for 6 sec. Cannot be used on a target with Forbearance. Causes Forbearance for 30 sec.
  • Forbearance – Cannot be affected by Divine Protection for 30 sec. (Heroic)
  • Avenging WrathFills the caster with holy wrath, increasing damage done by 30%. Frida/Ra’wani casts Avenging Wrath when below 30% health.

Crusaders Seals

At the beginning of the fight, Frida Ironbellows/Ra’wani Kanae will cast a seal upon themselves, giving additional abilities and causing energy gain. At 100 Energy, the active seal is released, causing an additional effect. The starting Seal will always be Retribution.

  1. Seal of RetributionThe caster radiates a retributive aura from themselves, increasing damage and healing done for all nearby allies, and melee attacks cause Retribution Wave. Additionally, any ally killed while this seal is active provides stacks of Zealotry to the wearer.
    • Important not to kill adds during this Seal.
    • Aura of Retribution (Add buff)Receiving a blessing from a nearby ally’s aura, increasing damage done by 15% and healing done by 15%.
    • Retribution WaveRadiates a wave of searing light in all directions, inflicting Holy damage to all enemies.
    • Judgement: Righteousness (100 energy release) – The caster fills a nearby ally with righteous fury, increase their damage done by 200% and healing done by 150%.
      • This prompts a seal switch to Reckoning.
      • Whichever add gains this buff should be focused first.
  2. Seal of ReckoningProvides a reckoning strength to the caster, causing all attacks received from players to provide a stack of Zealotry. Additionally, the caster can now cast Reckoning. Players affected by Sacred Blade do not generate stacks of Zealotry.
    • Important not to hit the boss during this Seal. (Fresh DoT applications / AoE included)
    • ReckoningStrikes the target with a light-infused weapon, inflicting Holy damage.
    • Judgement: Reckoning (100 energy release) – Releases holy energy in all directions, inflicting Holy damage to all nearby players.

The Adds

  • Call to ArmsCalls for reinforcements, summoning 1 Crusader and 2 Disciples. This is cast after every Reckoning Seal is finished.
  • Anointed Disciple/Rezani Disciple
    • Divine BurstBurns the enemy with divine energy, inflicting Holy damage.
    • PenanceLaunches a volley of holy light at the target, causing Holy damage to an enemy or 2% healing of maximum health to an ally every 1 sec for 5 sec.
    • HealHeals a friendly target.
  • Darkforged Crusader/Zandalari Crusader
    • Crusader StrikeStrikes the enemy with a weapon imbued with holy energy, inflicting Holy damage.
    • Blinding FaithReleases a wave of divine light, disorienting all enemies facing the caster for 5 sec.
    • Consecration Summons a patch of holy ground under the caster, inflicting Holy damage to all players standing in it. Additionally, Consecration reduces damage taken by all Crusaders and Disciples by 50%.
  • Prayer for the Fallen (Mythic) – Calls for a moment of prayer for the fallen soldiers. All crusaders, living or dead, cast Divine Mallet, while all disciples, living or dead, cast Angelic Renewal.
    • Angelic Renewal (Interruptible) – The caster rejuvenates the soul of their Champion of the Light, healing them for their maximum health.
    • Divine MalletThrows out Light-infused mallets in various directions every 1 sec for 8 sec, inflicting Holy damage to each player hit.

Grong

  • Grong the Revenant (2nd boss)
  • Grong, the Jungle Lord (3rd boss)

Grong, the Jungle Lord

This boss consists of a single phase encounter in which the raid must manage a rage/death energy meter. This fight pushes out constant AoE damage.

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Grong’s Tantrum/Death Knell will be player activated, so exact timers will be group dependent. They will be around a minute apart in the early portions of the fight to ensure you are not getting a 75+ Rage Tantrum/Death Knell and to avoid overlaps with Bestial Impact. Rage/energy generation increases over the course of the fight, so depending on your groups DPS, around a minute apart might not be enough towards the later parts of the fight.

Mythic Damage Patterns

Coming soon

Healing Tips

Please note that all suggestions are to be used as guidance, not as a set in stone example.

Ability Breakdown

Abilities

  • Tantrum/Death Knell Grong pounds the ground, inflicting Nature damage and applying a stack of Shattered/Death Touched to all enemies every 1 sec for up to 4 sec. This is triggered when the caster’s rage reaches 100.
  • Shattered/Death Touched Inflicts Nature damage every 2 sec and increases damage taken from Tantrum/Death Knell by 30% for 40 sec.
  • Angry Ape/Undead Ape – Gains rage/death energy slowly during combat.
  • Bestial Combo/Necrotic Combo – Grong Unleashes a combination of attacks directed at the tank. There are two abilities within this combo of which, the cast time will differ depending on difficulty.
    • Bestial SmashGrong smashes his main target, inflicting Physical damage and applying Crushed.
      • CrushedGrong smashes the target’s armor, increasing the damage taken from Bestial Smash by 500% for 30 sec. This aura can stack.
    • Rending BiteGrong bites the target, causing them to bleed Physical damage every 1 sec for 10 seconds. This can stack.
    • Bestial ThrowGrong picks up and squeezes his target, inflicting Physical damage every 1 sec for 5 sec. After squeezing the target he throws the player at another player triggering:
      • Bestial Impact – The player is thrown at a point, inflicting Nature damage to all players and stunning the thrown player. The damage is reduced the further players are from the impact point.
  • Reverberating Slam/Deathly Slam – Grong slams a nearby enemy, inflicting Physical damage in a 10 yard radius around the target. After a short delay the following is then triggered:
  • Megatomic Seeker Missile/Voodoo Blast – Missiles seek out a target, inflicting Fire/Shadow damage in a 10 yard area. This missile leaves the following on the floor:
  • Ferocious Roar (Heroic/Mythic) – Grong releases a 1 second cast earthshaking scream, inflicting Physical damage to all enemies within 80 yards. Any target not standing near an ally is horrified for 5 sec.
    • Instant cast on Mythic.

Adds

  • Apetagonizer 3000/Death Specter – One of these adds will spawn 15 seconds into the encounter and then every minute thereafter.
    • Two adds spawn at a time in Mythic.
    • Apetagonize/Death Empowerment – Interruptible cast that increases Grong’s rage/death energy by:
      • LFR 3
      • Normal 5
      • Heroic/Mythic 10
    • Lightning Detonation/Spirit Dispersion – Upon this adds death it explodes dealing Nature/Shadow damage to all players within 15 yards and knocking them back. If killed near Grong it will increase his rage/death energy by:
      • LFR 10
      • Normal 25
      • Heroic/Mythic 50
    • Apetagonizer Core/Necrotic Core Upon this this adds death it will also spawn a Core. This Core can be retrieved and will deal Nature/Shadow damage to the holder for 20 seconds, whilst also giving them the ability to cast:

 

Jadefire Masters

  • Jadefire Masters – Flamefist and the Illuminated
  • Jadefire Masters – Grimfang and Firecaller

This boss consists of a single phase encounter in which the raid will fight a Mage and a Monk. The raid must attempt to keep the two bosses health pools as close as possible.

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Due to this boss being fairly undertuned on Heroic, most raid groups were skipping the 30 Energy – Fire from Mist event. This event will be a major source of damage which you should use Evangelism for if it happens. If it continues to be skipped due to high damage throughout the tier, the primary source of incoming damage will be the Burnout debuff, which the tanks have full control over when these will go off.

Mythic Damage Patterns

Coming soon

Healing Tips

Please note that all suggestions are to be used as guidance, not as a set in stone example.

  • It is advised to use Evangelism on Living BombExplosion casts or Burnout with the following combo:
  • Rapture – Can be used to supplement PW:R casts outside of your Evangelism combo.
    • May be particularly useful for those who are injured to prevent death from Living BombExplosion casts that cannot be covered by Evangelism.
  • Power Word: Barrier – The raid will most likely not be stacking up for long periods of time. Still try to make use of Barrier on the tanks for melee.
    • If any Searing Embers dispels are about to be missed it may be worth placing down to prevent the AoE damage.
  • Pain Suppression – Best saved for tanks that need an external.
    • If any Pyroblast casts are looking like they will not be interrupted, the target of this cast may need an external to survive.
  • Purify – Use purify to dispel Searing Embers. There will be a few going out at once, be sure to communicate with co healers on who dispels what.
    • Mass Dispel – Only use this in a dire situation where a dispel may be missed and cause a wipe. The Searing Embers go out far too frequently to make use of mass dispel without serious mana problems.
  • Leap of FaithThere may be an opportunity to leap allies out of the way of Magma Trap. Failing that, you can leap them back down as they fall to prevent fall damage.

Ability Breakdown

Joint Monk/Mage Abilities

The joint abilities in this encounter are cast based on the energy bars of the bosses.

  • 30 Energy – Fire from Mist
    • Living Bomb – Three of these adds will spawn, stationary and do not require a tank.
      • BeamThe caster fires a continual beam in front of it as it rotates. Players caught in the beam suffer Fire damage every 1 sec.
      • ExplosionThe caster explodes, inflicting Fire damage to all players.
      • Chi-Ji’s Song – Calls upon Chi-Ji to create zones of mist that will block targeting into and out of the zone. While players stand in the zone, they take Nature damage every 1 sec.
        • Each Living Bomb has its own cloud which blocks line of sight.
  • 60 Energy – A Flash of Hostility
    • The raid will be teleported into a pre-set side of the encounter room. The bosses will be on the other side.
    • The goal here is to get through the obstacles presented in the form of damage zones and knockback zones.
    • Once past a barrier separating the raid from the bosses must be destroyed by dealing damage to four sections of the wall.
      • Ring of HostilityCreates a zone of hostility at the target location. Players who enter the zone are expelled from the area.
      • Phoenix StrikeA Phoenix crashes down from the sky, inflicting Fire damage to all players within 6 yards.
  • 60 Energy – A Flash of Hostility (Heroic/Mythic)
    • The barrier that must be destroyed will now only have one section that can be damaged out of a possible four.
      • Force OrbPick up the Force Orb. If you successfully carry it across the battlefield you can use this orb to allow your allies to attack another one of the weakpoints in the barrier.
        • Gives an extra action button ability.
      • Mythic – No parts of the barrier can be destroyed unless the Force Orb ability is used.
        • Path of NiuzaoA Spirit of Niuzao pursues players through the maze of Rings of Hostility. The spirit leaves behind images that continually trample players near them for Physical damage.
  • 100 Energy – The Serpent and the Phoenix
    • The Monk becomes a Jade Serpent
      • Whirling Jade Storm is no longer cast.
      • Dragons BreathBurns all enemies in a cone for Fire damage every 1 sec for 2 sec.
        • Heroic/Mythic – This breath will now leave behind a large line of fire.
    • The Mage becomes a Phoenix
      • Pyroblast is no longer cast
      • Blazing Phoenix (passive) – The caster transforms into a Blazing Phoenix. While transformed, all players suffer Fire damage every 3 sec.

Monk – Mestrah/Ma’ra Grimfang

  • Harmonious Spirits (passive) – The caster is attuned to the life force of their ally. As the health of their ally gets lower than that of the caster, the caster will become more powerful.
    • The Monk should be at lower HP than the Mage at all times.
  • Whirling Jade StormThe caster whirls in place, sending out waves of jade energy that inflict inflict Nature damage to all players within 100 yards every 1 sec. This ability persists until the caster is struck in melee combat.
  • Multi-sided Strike (tank only)- The caster knocks their target into the air, and summons a series of Storm, Earth, and Fire images that strike the victim in rapid succession. If the victim fails to face each image’s attack they will take Physical damage. After this is completed the following debuff is applied to the tank:
    • TestedYour ordeal with the Monk’s images has left you vulnerable to Physical damage. For the next 40 sec. you take 100% more Physical damage.
    • Heroic – This strike will now summon four visions and be cast on multiple raid members, not just the tanks.
    • Mythic – This strike will now summon five visions and target 15 raiders.
  • Spirits of Xuen (Heroic) – The caster summons Spirits of Xuen to chase down a random player.
    • Tiger PawThe caster strikes the target for Nature damage.
    • PounceStrikes all targets within 5 yards for Nature damage.
    • Mythic – Two of these adds will spawn, up from one.

Mage – Manceroy Flamefist/Anathos Firecaller

  • Searing EmbersThe caster plants Searing Embers in random enemies that inflict Fire damage every 1 sec. The duration of the debuff will be different to each raid member its applied to. If not dispelled the following will occur.
  • FireballThrows a fiery ball that causes Fire damage. The victim is afflicted with Rising Flames.
    • Rising Flames (can stack) – Burns the victim for Fire damage every 1 sec. When Rising Flames ends, a Burnout occurs.
      • BurnoutAs the flames burn out a final burst of Fire damage hits all players for Fire damage. Burnout’s damage is increased based on the number of applications of Rising Flames that triggered the burnout.
  • Pyroblast (interruptible)- Throws a massive boulder of super heated fire at the target, inflicting MEGA Fire damage and causing them to burn for an additional MEGA Fire damage.
    • Fire Shield – Before casting Pyroblast the Mage will apply a shield that will absorb the next damage taken. While the shield holds, the caster cannot have their spellcasting interrupted.
  • Magma TrapCreates a zone of fiery magma at the location that persists until triggered. Once triggered, all players within 6 yards take Fire damage are knocked into the air. Victims of the Magma Trap take 100% more damage from future Magma Trap effects.
    • Knock up into the air will deal lethal fall damage.

Opulence Treasure Guardian

This encounter consists of two phases which requires the raid to split into two groups to fight guardians before moving onto Opulence.

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Healing during Phase 1 is pretty minor and will be based on how clean your raid can execute the various mechanics. Feel free to pop CD’s whenever needed during that phase. Pulse-quickening Toxin damage turned out to be very undertuned on Heroic and will likely not require CD’s to be planned around.

Phase 2 has two major sources of damage, Coin Shower and Wail of Greed. The near overlap of these two abilities will be the most deadly period of the encounter and will likely be where you want to pop your CD’s.

Mythic Damage Patterns

Coming soon

Healing Tips

Please note that all suggestions are to be used as guidance, not as a set in stone example.

Ability Breakdown

Phase 1 – The Guardians

The guardians are on separate paths and both must be killed before you can engage Opulence. Each path has eight chambers, you can only proceed into each chamber after every 10% HP of the respective guardian.

  • Hoard PowerWhen Opulence is engaged, it will attempt to Hoard Power from the constructs. If they are alive when his cast finishes, it will gain 100% increased damage done and 100% increased health for each of the constructs still alive, killing the constructs.
    • This prevents the raid engaging Opulence from the start of the fight.
  • Consuming BlazeIgnites one of the rooms in the Halls of Opulence, preventing intruders from fleeing by covering the ground in a Creeping Blaze.
  • Overload (Heroic/Mythic) – Upon reaching the final chamber the guardians overload at low health, periodically damaging random players and empowering either Flames of Punishment or Volatile Charge.
  • Chaotic Displacement (Mythic) – An Arcane Trap periodically swaps the positions of players in the Halls of Opulence.
    • Each player will receive a 6 second debuff warning them that they are about to be teleported.

Traps

These traps are present along the chambered path. Which traps appear in which chamber are always the same and shown in the table below.

  • Flame JetA jet of flame erupts from a trapped vault, inflicting Fire damage every 2 sec. to players standing in its path.
  • Pulse-quickening ToxinInflicts increasing Nature damage. If the victim is below 50% health when Pulse-quickening Toxin deals damage, they will gain Quickening Pulse.
    • Quickened PulseIncreases Haste, Critical Strike, Mastery and Versatility for 10 sec.
  • Hex of LethargyPlaces a hex on the target, inflicting periodic damage while moving.
  • Ruby BeamThe trapped Ruby creates a beam of blazing energy, following a targeted player and leaving Scorching Ground in its wake.

The information in the table below was found on Wowhead.

Chamber #Health Range %Traps
1100-90None
290-80Flame Jet
380-70Ruby Beam
470-60Pulse-quickening Toxin
560-50Ruby Beam + Hex of Lethargy
650-40Flame Jet + Ruby Beam
740-30None (jewel room)
830-00None (overload)

 

Yalat’s Bulwark (east side)

  • CrushSmashes the ground with one of its arms, inflicting Physical damage to all players, and additionally inflicting Physical damage and stunning players on that side of the caster for 2 sec.
  • Flames of PunishmentThe construct unleashes a series of cones of flame, each inflicting Fire damage immediately and Fire damage every 2 sec. for 8 sec to all players hit.

The Hand of In’zashi (west side)

  • CrushSmashes the ground with one of its arms, inflicting Physical damage to all players, and additionally inflicting Physical damage and stunning players on that side of the caster for 2 sec.
  • Volatile ChargeApplies a volatile charge to players, inflicting Nature damage every 1 sec. for 8 sec. When the effect ends, players will expel their charge, inflicting Nature damage to nearby players. Expelled charges periodically inflict Nature damage to enemies within 6 yds.

The Zandalari Crown Jewels

As shown in the table above, the 7th chamber is the Jewel chamber. The jewels are found within alters at the sides of the room. They grant various buffs which remain active throughout the rest of the encounter. You may only take jewels that are available to your role. Jewels we cannot pick up will still be shown for the purpose of knowing what they do.

  • Thief’s Bane (Heroic/Mythic) – Stealing one of the Zandalari Crown Jewels applies the Thief’s Bane, inflicting Shadow damage after 30 sec.
    • The damage from this is always lethal. Shadow-Touched must be applied to all raiders with Thief’s Bane.

Healing Jewels

  • Amethyst of the Shadow KingIncreases Haste by 50%, and your heals apply Shadow-Touched.
    • Shadow-TouchedReduces Shadow damage taken by 90% for 1 min. Any time a Shadow-Touched player takes Shadow damage, it triggers Dark Knowledge
  • Tailwind SapphireYour heals grant their targets Tailwinds
    • TailwindsIncreases damage done by 5% for 30 sec. This effect stacks up to 5 times. Upon applying the fifth stack, the caster gains Soothing Breeze.
      • Soothing BreezeIncreases healing done by 100% and damage done by 100% for 12 sec.

Tanking Jewels

  • Diamond of the Unshakeable ProtectorAbsorbs 50% of all incoming damage, up to a maximum of 300% of the player’s maximum health in damage. When the absorption is broken, the Diamond becomes Depleted.
    • DepletedOnce depleted, the Diamond requires 30 sec to recharge. Once recharged, it will grant the absorption again.

Damage Jewels

  • Ruby of Focused AnimusDamage dealt will apply Focused Animus. However, this effect can not occur on a given target more than once every second.
    • Focused AnimusIncreases damage taken by 1% for 5 sec. This effect stacks.
  • Emerald of Earthen RootsWhile standing still, you will gain stacks of Earthen Roots. While moving, you will rapidly lose stacks of Earthen Roots.
  • Opal of Unleashed RageEach new creature you attack while holding the Opal grants a stack of Unleashed Rage.
  • Topaz of Brilliant SunlightWhen no players are standing nearby, gain Incandescence. If any players are standing nearby, you will lose stacks of Incandescence.
    • IncandescenceThe power of the sun grants Incandescence. Players standing nearby will cause you to lose Incandescence. Once reaching 100 stacks, players become Grossly Incandescent!
      • Grossly Incandescent!You become a beacon of the Sun’s power, granting yourself and nearby allies Brilliant Aura.
      • Brilliant AuraCritical Strike chance increased by 100%.

Phase 2 – Opulence

  • Hoard PowerWhen Opulence is engaged, it will attempt to Hoard Power from the constructs. If they are alive when his cast finishes, it will gain 100% increased damage done and 100% increased health for each of the constructs still alive, killing the constructs.
    • Both Constructs will be dead so no buff will be gained.
  • Liquid GoldCovers a player in Liquid Gold, inflicting Fire damage every 3 sec. for 12 sec. When removed, creates a pile of Molten Gold at the player’s location
    • Molten GoldInflicts Fire damage every 3 sec.
      • Mythic – any add that enters liquid gold will receive the following buff:
      • Golden RadianceHeals for 5% every 1 sec. and increases movement speed by 50%.
  • Spirit of Gold – On a set timer, eight of these adds will spawn within Opulence and make their way to the edges of the room. Once reaching the edge they will cast:
    • Channel GoldBegins to channel gold from the Zandalari Treasure vault, causing increasing amounts of gold to burst forth and fly around the platform. This causes:
      • Gold BurstA pile of gold lands at the affected location, inflicting Physical damage to players within 5 yards
  • Wail of GreedChannels a Wail of Greed for 10 sec, inflicting Shadow damage to all players every 2 sec. The damage inflicted increases each time it deals damage. When Wail of Greed is completed, Opulence gains a stack of Greed.
    • GreedIncreases damage done by 25%. This effect stacks.
  • Coin Sweep (Heroic/Mythic) – Opulence smashes his current target, inflicting Physical damage.
  • Coin Shower (Heroic/Mythic) – Summons a large pile of coins to fall on a targeted player after 10 sec, inflicting Physical damage to players within 7 yards of the targeted player, divided among the number of targets hit
  • Surging Gold (Mythic) – Causes gold in the area to surge, increasing the size of all Liquid Gold pools for 30 sec

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Conclave of the Chosen

This encounter consists of a single phase in which the raid will fight different loa aspects. Only two different loas will be fought at any given time. Starting with Pa’ku’s Aspect and Gonk’s Aspect. Once either of those are defeated, Kimbul’s Aspect will enter the fight. Similarly after either of those are defeated, Akund’as Aspect will enter the fight

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Disc will be most well equipped to handle the Pa’ku’s Wrath Ability which will happen approximately 1:20 into the fight and then every 1:00 – 1:10 after that. Alternate usage of Evangelism, Rapture, and Power Word: Barrier.

Mythic Damage Patterns

Coming soon

Healing Tips

Please note that all suggestions are to be used as guidance, not as a set in stone example.

Ability Breakdown

Abilities

    • Loa’s WrathThe life force of the fallen aspect empowers their remaining allies, increasing their damage dealt by 15% and heals them to full. This effect stacks.
      • This is triggered whenever a loa aspect is defeated.
    • Loa’s PactWhile the loa’s aspects are within 7 yards of each other, their damage done increases by 75% and their damage received is reduced by 90%.
    • All Wrath abilities are cast throughout the fight once the aspect has been engaged, even after they have been defeated.
    • Cry of the Fallen (Heroic/Mythic) – As the aspect falls, their loa lets out a death cry that inflicts Nature damage every 0.5 sec for 6 sec.

    Pa’ku’s Aspect

    • Pa’ku’s WrathPa’ku appears and flies to a random spot within the room and conjures violent winds, inflicting Nature damage to all enemies farther than 10 yards from the boss and lesser Nature damage to enemies within 10 yards every 1 sec for 8 sec.
    • Hastening WindsWith each consecutive melee attack against the same target, the boss’ attack speed increases by 8%. This effect stacks.
    • Gift of WindAt full energy, increases the haste of allies by 45% and movement speed by 75% for 15 sec.

    Gonk’s Aspect

    • Gonk’s WrathGonk appears and calls raptors that fixate on random enemies.
      • Ravenous Stalker – Four of these adds will spawn.
      • Heroic/Mythic – Adds gain Pack HunterWhile the raptors are close together, their movement speed increases by 75% and they become immune to crowd control effects for 5 sec.
    • Raptor FormTransforms into a raptor.
      • Wild MaulInflicts Physical damage to all targets in a 9 yard 90-degree cone in front of the caster, every 0.5 sec for 4 sec.
    • Crawling HexAt full energy, curses an enemy, rendering it unable to attack or cast spells for 5 sec. Upon expiring, Crawling Hex spreads to players within 8 yards

    Kimbul’s Aspect

    • Kimbul’s WrathKimbul appears and leaps towards random players, inflicting Physical damage and knocking down enemies within 5 yards. In addition, all targets receive Bleeding Wounds.
      • Inflicts Physical damage every 1 sec. This effect stacks. Lasts 10 minutes.
    • Lacerating ClawsSwipes at nearby enemies in a cone, inflicting Physical damage on impact and additional Physical damage every 1 sec for 45 sec. This effect stacks.

    Akunda’s Aspect

    • Akunda’s WrathAkunda electrifies random enemies that explode after 6 sec, inflicting Nature damage to all players within 5 yards. In addition, when Akunda’s Wrath expires, it creates Static Orbs that radiate outwards.
      • Static OrbTouching a Static Orb inflicts Nature damage and stuns the target for 2 sec.
    • Thundering StormConjures lightning, inflicting Nature damage to all enemies within 10 yards.
    • Mind WipeAt full energy, wipes the mind of random enemies, causing them to forget their abilities for 30 sec.

    Krag’wa – Heroic/Mythic

    • Krag’wa’s WrathPeriodically leaps to the farthest random enemy destination, inflicting Physical damage to all nearby enemies and knocking them back.

    Bwonsamdi – Mythic

    • Bwonsamdi’s Wrath – Curses random enemies, making them immune to all healing effects. If an enemy dies while they have this aura or if it is dispelled, the curse jumps to the closest target that is not inflicted with this effect.

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    King Rastakhan

    This encounter consists of four phases in which the raid faces the king, his bodyguards and Bwonsamdi.

    Normal and Heroic Talents

    Mythic Talents

    Heroic Damage Patterns

    Phase 1 Damage will be from Scorching Detonation as well as Meteor Leap. I would recommend Evangelism on the first Meteor Leap and Power Word: Barrier on the second as the Damage Reduction will provide your raid with a healthy safety net to prevent one shots when they overlap.

    Scorching Detonation will continue throughout the fight as seen above.

    During Phase 3 when the raid is split, the living realm players will be taking large bursts of damage from Withering Burst when the dead realm players need to clear their stacks of Deathly Withering. The dead realm players will be taking increasingly more damage from Deathly Withering until they clear their stacks.

    Mythic Damage Patterns

    Coming soon

    Healing Tips

    Please note that all suggestions are to be used as guidance, not as a set in stone example.

    Ability Breakdown

    Phase 1 Abilities

    The fight will start against the king and 2 bodyguards and will end once the bodyguards are defeated. On heroic the fight starts with 3 bodyguards.

    King Rastakhan

    • Bind SoulsBinds Rastakhan’s soul to his allies, absorbing all damage taken and transferring evenly among them.
    • Scorching DetonationKing Rastakhan channels fire at an enemy (tank), inflicting Fire damage every 1 sec for 5 sec. When the channel ends the target explodes, inflicting Fire damage to all enemies. This damage is decreased the farther the main target is from King Rastakhan.
    • Plague of ToadsKing Rastakhan unleashes a swarm of giant toads that hop forward leaving puddles of Poison Toad Slime behind them. If the toads collide with anyone they explode, inflicting damage every 1.5 sec for 12 sec to everyone within 5 yds. This effect stacks
      • Poison Toad Slime (Heroic/Mythic) – Plague Toads leave behind puddles of poison, inflicting Nature damage every 1 sec and slowing the movement speed by 30%.
    • Greater Serpent TotemCreates a Greater Serpent Totem, which casts Serpent’s Breath at nearby enemies.
      • Serpent’s Breath – The caster unleashes a wave of flame, inflicting Fire damage instantly and additional Fire damage every 1 sec for 5 sec.

    Siegebreaker Roka

    • Meteor Leap – Siegebreaker Roka leaps at a target, inflicting 998504 Nature damage split between all enemies within 8 yds. Siegebreaker Roka will then immediately cast Crushing Leap.
    • Crushing LeapSiegebreaker Roka leaps at the highest threat target, inflicting Physical damage and applying Crushed.
      • CrushedSiegebreaker Roka the target’s armor, increasing the damage taken from Crushing Leap by 500%. This aura can stack.

    Prelate Za’lan

    • Seal of PurificationThe caster unleashes a holy beam that follows a person, inflicting Radiant damage every 1 sec to anyone in it.
      • Mythic – A trail of fire is now left behind.

    Headhunter Gal’wana (Heroic/Mythic)

    • Grievous Axe Flurry (Mythic) – Headhunter Gal’wana casts Grievous Axe 3 times in quick succession.
    • Grievous AxeThrows an axe at a random enemy, inflicting Physical damage initially and then inflicting Physical damage every 1.5 sec until healed past 90% of maximum health.

     

    Phase 2 Abilities

    Bwonsamdi stuns the entire raid and joins the fight. There is a small section of Roleplaying before the encounter continues.

    King Rastakhan

    • Scorching DetonationKing Rastakhan channels fire at an enemy (tank), inflicting Fire damage every 1 sec for 5 sec. When the channel ends the target explodes, inflicting Fire damage to all enemies. This damage is decreased the farther the main target is from King Rastakhan.
    • Plague of ToadsKing Rastakhan unleashes a swarm of giant toads that hop forward leaving puddles of Poison Toad Slime behind them. If the toads collide with anyone they explode, inflicting damage every 1.5 sec for 12 sec to everyone within 5 yds. This effect stacks
      • Poison Toad Slime – Plague Toads leave behind puddles of poison, inflicting Nature damage every 1 sec and slowing the movement speed by 30%.
    • Plague of FireKing Rastakhan launches a barrage of fire, inflicting Fire damage and imbuing the target with fire for 1.5 sec. When this expires the target will launch a barrage of fire at all their allies within 7.5 yards. This barrage will continue to spread as long as targets are available to be hit.
    • Zombie Dust TotemCreates a Zombie Dust Totem, which will mind control up to two enemies until destroyed.
      • Those mind controlled cannot be attacked and will not attack allies.

    Bwonsamdi

    • UnlivingAbsorbs all damage taken.
    • Aura of DeathDeath eminates from Bwonsamdi, applying Deathly Withering every 3 sec to all enemies within 30 yards.
      • Deathly Withering inflicts Shadow damage every 3 sec and can stack.
      • Mythic – Range increased to 45 yards
    • Caress of Death (tank) – The caster binds the death realm to his target, inflicting Shadow damage and absorbing all healing taken for 8 sec.
    • Death’s DoorEmbeds a fragment from the death realm in the target, inflicting Shadow damage every 2 sec for 8 sec. On expiration the target creates a Death Rift at their location.
    • Inevitable EndBwonsamdi creates a zone of death around him and then begins drawing all enemies to him. Entering the zone of death removes the soul from the player, killing them instantly.
    • Bwonsamdi’s BoonBwonsamdi infuses King Rastakhan with a portion of the Loa’s power, increasing all damage dealt by 2% every 15 sec. This buff stacks.
      • Cast when the king reaches 60% HP and begins phase 3.

    Phase 3 Abilities

    After Bwonsamdi’s Boon is cast, half of the raid will be pulled towards him and pushed into the Death Realm. Players cannot interact with anyone outside whilst in this realm. Two adds will spawn within the living realm at the start of this phase.

    Death Realm

    • Aura of Death – Now applies to everyone within the realm.
    • Death Rift – These are used to exit the Death realm but every player exiting will cause the following:
    • Caress of Death – Deals less damage in this realm and only causes the player to be immune to healing for 3 seconds.
    • Dread ReapingShards from the realm of death unleash ripples of death energy, inflicting Shadow damage every 1 sec while in the area.
      • These pools on the floor can move to the living realm if placed on top of a Death Rift.

    Living Realm

    • Scorching DetonationKing Rastakhan channels fire at an enemy (tank), inflicting Fire damage every 1 sec for 5 sec. When the channel ends the target explodes, inflicting Fire damage to all enemies. This damage is decreased the farther the main target is from King Rastakhan.
    • Zombie Dust TotemCreates a Zombie Dust Totem, which will mind control up to two enemies until destroyed.
      • Those mind controlled cannot be attacked and will not attack allies.
    • Phantom of Rage (add)
      • Necrotic Smash – The caster pounds the ground, inflicting Shadow damage and decreases healing taken by 50% for 15 sec. (75% on Heroic/Mythic)
    • Phantom of Retribution (add)
      • Grave Bolt (tank/interruptible) – Hurls a bolt of death magic at an enemy, inflicting Shadow damage.
      • Seal of BwonsamdiThe Phantom of Retribution unleashes deathly missiles, inflicting Shadow damage to players within 4 yards. Impacts that are not absorbed trigger Bwonsamdi’s Wrath.
    • Phantom of Slaughter (add – Heroic/Mythic)
      • Grave Bolt (tank/interruptible) – Hurls a bolt of death magic at an enemy, inflicting Shadow damage.
      • Focused Demise – The caster funnels death energy into the target, inflicting Shadow damage every 1 sec for 5 sec. Only the target can interrupt this channel.
    • Empowered Spirit (Mythic) – This creature returns to the death realm when killed, leaving behind a Death Rift.
      • All adds within the Living Realm have this passive.

    Phase 4 Abilities

    When Bwonsamdi is taken down to 50% HP in the Death Realm phase four will begin and everyone returned to the Living Realm.

    King Rastakhan

    • Bwonsamdi’s BoonBwonsamdi infuses King Rastakhan with a portion of the Loa’s power, increasing all damage dealt by 2% every 15 sec. This buff stacks.
      • Continues to stack throughout this phase.
    • Scorching DetonationKing Rastakhan channels fire at an enemy (tank), inflicting Fire damage every 1 sec for 5 sec. When the channel ends the target explodes, inflicting Fire damage to all enemies. This damage is decreased the farther the main target is from King Rastakhan.
    • Plague of ToadsKing Rastakhan unleashes a swarm of giant toads that hop forward leaving puddles of Poison Toad Slime behind them. If the toads collide with anyone they explode, inflicting damage every 1.5 sec for 12 sec to everyone within 5 yds. This effect stacks
    • Plague of FireKing Rastakhan launches a barrage of fire, inflicting Fire damage and imbuing the target with fire for 1.5 sec. When this expires the target will launch a barrage of fire at all their allies within 7.5 yards. This barrage will continue to spread as long as targets are available to be hit
    • All Encompassing DeathRastakhan is overwhelmed by Bwonsamdi’s Boonand begins creating Death Rift around him.

    Bwonsamdi

    • Death’s DoorEmbeds a fragment from the death realm in the target, inflicting Shadow damage every 2 sec for 8 sec. On expiration the target creates a Death Rift at their location.
    • Inevitable EndBwonsamdi creates a zone of death around him and then begins drawing all enemies to him. Entering the zone of death removes the soul from the player, killing them instantly.

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    High Tinker Mekkatorque

    This encounter consists of three phases which needs good communication to be able to shut down the bot companions throughout the fight.

    Normal and Heroic Talents

    Mythic Talents

    • Level 15 (Tier 1): Schism
    • Level 30 (Tier 2): Angelic Feather
    • Level 45 (Tier 3): Power Word: Solace
    • Level 60 (Tier 4): Shining Force
    • Level 75 (Tier 5): Shadow Covenant
    • Level 90 (Tier 6): Purge the Wicked (This talent selection is not due to PTW gaining strength on this fight. Its purely due to a buff that Spark Bots receive on mythic that will potentially deal a lot of damage to you if using Halo. We aren’t entirely sure how long the bots are active for and if you have enough time to use Halo properly)
    • Level 100 (Tier 7): Evangelism

    Heroic Damage Patterns

    Crash Down is fairly minor compared to the random damage going out from Spark Pulse/Spark Volley and Hyperdrive Discharge (Phase 3 only), but is the only mechanic that hits the whole raid at once. Covering Crash Downs during periods of high damage from the other two abilities will be your best bet.

    Mythic Damage Patterns

    Coming soon

    Healing Tips

    Please note that all suggestions are to be used as guidance, not as a set in stone example.

    Ability Breakdown

    Phase 1 Abilities: 100 – 40% HP

    • Electroshock StrikesEach of Mekkatorque’s melee attacks inflict an additional Nature damage.
      • Electroshock Amplification – Each consecutive melee attack against the same target increases the damage of Electroshock Strike by 15%. This effect stacks. When Mekkatorque switches to a new target, Electroshock Amplification is reset.
    • Heavy ThrustersMekkatorque activates his heavy thrusters to Blast Off from his current location, and then Crash Down at another location.
      • Blast OffInflicts Fire damage to players within 10 yards of Mekkatorque.
      • Crash Down – Inflicts Physical damage to all players, and Physical damage to players within 12 yards.
    • Buster CannonMekkatorque fires off his Buster Cannon. Players struck by it suffer Nature damage instantly, an additional Nature damage every 1 sec, and their Haste is reduced by 100%. Lasts 8 sec
    • Gigavolt ChargeMekkatorque sticks a target with a volatile energy charge that inflicts 7687 Nature damage every 1 sec for 15 sec. When Gigavolt Charge expires, it triggers a Gigavolt Blast that strikes all targets within line of sight of the victim.
      • Gigavolt BlastThe charge detonates, inflicting Nature damage and an additional Nature damage every 2 sec for 30 sec to all targets within line of sight of the blast.
        • Gigavolt Radiation Zone (Mythic) – Gigavolt Blast leaves behind a radiation zone. Players that pass through it are afflicted with Gigavolt Radiation.
        • Gigavolt Radiation (Mythic) – Nature damage inflicted every 2 sec. Lasts 30 sec.
    • World EnlargerMekkatorque shrinks several players for 30 sec.
      • ShrunkYou’re tiny! Your damage dealt is reduced by 99%. Full-sized allies can Trample you. Allows you to tamper with Spark Bots.
      • TrampleStepping on an ally inflicts Physical damage and stuns them for 1 sec.
      • Enormous (Mythic) – You’re huge! Your damage and healing is increased by 10% and you Trample full-sized allies that you come into contact with, inflicting Physical damage and stunning them for 1 sec. Coming into contact with an ally affected by Shrunk causes you to Squish them.
        • SquishWhile Enormous, stepping on an ally affected by Shrunk inflicts 1003263 Physical damage to them.
    • Wormhole Generator (Heroic/Mythic) – Mekkatorque teleports all players near the targeted player’s location.
      • Miscalculated Teleport (Mythic) – A slight miscalculation leaves you free falling above the teleport location.
      • Discombobulation (Mythic) – Your genetic makeup is scrambled after being teleported leaving you polymorphed.

    Spark Bot

    Two of these (three on mythic) adds will continuously walk towards random players. Shrunk players may enter them in order to shut them down.

    • Spark PulseInflicts Nature damage and stuns all players within 8 yards for 1.5 sec. Launches a Spark Volley that strikes several random players for Nature damage.
    • Gnomish Force Shield Reduces all damage taken by the wearer by 99%.
      • Spark Shield (Replaces Gnomish Force Shield on Mythic) – The Spark Bot is surrounded in a Spark Shield that reduces damage taken by 99% and reflects Nature damage to all attackers.
    • Upon entering a Spark bot whilst shrunk the action bar will change to a vehicle bar with the following abilities. These abilities must be entered as part of a 3 part shutdown code. Once three buttons have been used in the correct order the bot will shut down. Only players outside of the bot can see this order.
      1. Red Spanner
      2. Purple Chicken
      3. Green Spring
      4. Yellow Nail
      5. Blue Cog
        • If the code is entered incorrectly the following will occur:
        • Anti-Tampering ShockStuns the victim and inflicts Nature damage every 3 sec for 12 sec.
        • Heroic/Mythic – Shut down codes are only visible to players inside other spark bots.
    • Wind Up (Heroic/Mythic) – Periodically increases movement speed and Haste by 20%. This effect stacks. When Wind Up reaches 5 stacks it grants Wound Up to the Spark Bot.
      • Wound UpReduces the duration of crowd control effects.

    Phase 2 Abilities: 40% HP

    Mekkatorque cannot take damage during this phase.

    • Gigavolt Charge + World Enlarger continue during this phase.
    • Signal Exploding SheepMekkatorque calls down a herd of Explosive Sheep that detonate after a short delay.
      • Critter ExplosionInflicts Fire damage to players within 8 yards and fires off Sheep Shrapnel in several directions.
      • Sheep Shrapnel – Players struck are knocked back, suffer Fire damage, and an additional Fire damage every 2 sec for 10 sec. This effect stacks.

    Phase 3 Abilities: 40-0% HP

    Begins when Mekkatorque lands. Same as phase one with a single new ability.

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    Stormwall Blockade

    This encounter consists of two phases in which the raid must split in half between two ships.

    Normal and Heroic Talents

    Mythic Talents

    Heroic Damage Patterns

    The vast majority of the damage on this fight occurs during Phase 1 as a result of Jolting Volley or Tidal Volley depending on what boss you are currently fighting. Rotate CD’s for the previously aforementioned abilities as they happen pretty frequently throughout the phase.

    Mythic Damage Patterns

    Coming soon

    Healing Tips

    Please note that all suggestions are to be used as guidance, not as a set in stone example.

    Ability Breakdown

    Laminaria Energy

    • Energy can accumulate throughout the fight from various abilities.
    • Catastrophic TidesBrings the fury of the sea down on all the caster’s enemies, instantly killing them.
      • Cast at 100 energy.
    • The bosses on each ship need to be killed together as the soul of whichever boss dies first will cast Storm’s Empowerment until the other boss dies.
    • Translocation Pedestal – When one boss dies, the raid can use this to get across to the other.
      • Mythic – Can be used throughout the entire fight, to counter auras the bosses have in mythic.
    • Spawn of Laminaria (Mythic) – These adds will be present on the ships.
      • Sea SwellThe sea rises up, inflicting Frost damage to each player and their allies within 4 yards. Additionally, a Freezing Tidepool is created at each location.
        • Freezing Tidepool – Creates a pool of freezing waters, inflicting Frost damage every 1 sec to all players standing in it.

    Phase 1 Abilities

    The raid needs to split evenly onto two ships.

    Sister Katherine (East Ship)

    • Jolting Volley – Fires bolts of crackling lightning at all nearby players, inflicting Nature damage.
    • Crackling Lightning – Calls down a bolt of lightning at a target’s location, inflicting Nature damage to all players within 6 yards of the impact point. After Crackling Lightning is cast, Thunderous Boom is cast at the same location.
      • Thunderous BoomSends a cacophonous sound wave in all directions, inflicting Nature damage and silencing all players within 12 yards of the impact point. Being further from epicenter reduces the length of the silence.
    • Voltaic FlashCalls upon lightning to whip across the deck of the ship, inflicting Nature damage to all players caught in its paths.
    • Electric ShroudWraps the caster in a watery shield, absorbing damage and making the wearer immune to interrupts.
    • Translocate (Heroic/Mythic) – Teleports to the other Alliance ship.
      • Cast at 50% HP
    • Mark of the Storm (Mythic)Being close to Sister Katherine attunes you to her magic, increasing the damage taken from her spells by 40% for 30 sec. This effect stacks.

    Brother Joseph (West Ship)

    • Tidal VolleyFires bolts of frozen water at all nearby players, inflicting Frost damage.
    • Sea Storm – Summons a series of freezing storms at players’ locations, inflicting Frost damage to all players within 5 yards of the impact point. A Sea Storm is left at the location, continuously inflicting Frost damage every 1 sec to all nearby players and reducing their movement speed by 50%.
    • Sea’s TemptationSummons a Tempting Siren to assist the tidepriest.
      • Tempting SongTempts a nearby player, causing them to walk towards the caster. If the target reaches their destination, they jump off the ship. Tempting Song also inflicts Nature damage every 1 sec.
    • Tidal Shroud – Wraps the caster in a watery shield, absorbing damage and making the wearer immune to interrupts.
      • Storm’s EmpowermentEmpowers Laminaria, increasing its Energy by 2 every 3 sec.
      • Translocate (Heroic/Mythic) – Teleports to the other Alliance ship.
        • Cast at 50% HP
    • Mark of the Seas (Mythic)Being close to Brother Joseph attunes you to his magic, increasing the damage taken from his spells by 50% for 30 sec. This effect stacks.

    Phase 2 Abilities

    This phase begins after both ship bosses are defeated and the raid returns to the main platform to face Laminaria.

    • Reaching Attack – Strikes at a distant target, inflicting 50% of weapon damage as Frost and increasing Frost damage taken by 25% for 8 sec. This ability is used when no targets are in melee range
      • Tank must be next to Laminia at all times.
    • Storm’s WailOvercharges a player, inflicting Nature damage every 1 sec for 12 sec. Upon expiration, an Energized Storm add is created. While affected by Storm’s Wail, Freezing Tidepools can be absorbed.
      • Energized Storm add will move towards Laminia. Upon reaching it will channel:
        • Energizing WakeEmpowers the target, increasing their Energy by 6 every 2 sec.
        • Unbound Energy (Heroic/Mythic) – This orb needs to be collected or the following occurs. Sends out ripples of lightning in all directions, inflicting Nature damage every 2 sec and increasing Nature damage taken by 5%. This effect stacks.
        • Mythic – Freezing Tidepools will remove Kelp Wrapping stacks from the Energised Storm adds.
    • Sea SwellThe sea rises up, inflicting Frost damage to each player and their allies within 4 yards. Additionally, a Freezing Tidepool is created at each location.
      • Freezing Tidepool – Creates a pool of freezing waters, inflicting Frost damage every 1 sec to all players standing in it.
    • Kelp-Wrapped FistsMelee attacks apply Kelp-Wrapped, inflicting Nature damage every 1 sec and reducing movement speed by 2%. This effect stacks. Upon expiration, causes Kelp Wrapping to everyone nearby.
      • Kelp Wrapping – Wraps all nearby creatures in debilitating kelp, increasing damage taken by 10%. This effect stacks on non-players. The intensity of the damage taken is increased based on the number of stacks of Kelp-Wrapped the player had when it expired.
    • Ire of the DeepA watery orb appears and slams down on the ground, inflicting Frost damage, split evenly between all players hit by the attack. If no players are present, all players take Frost damage, and multiple Freezing Tidepools are created.
      • Mythic -Will also knock players back.

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    Jaina Proudmoore

    This encounter consists of three phases and two intermissions. The raid will face Jaina on sailing ships and in a frozen arena. During the intermissions powerful abilities will occur.

    Normal and Heroic Talents

    Mythic Talents

    Heroic Damage Patterns

    Coming soon

    Mythic Damage Patterns

    Coming soon

    Healing Tips

    Please note that all suggestions are to be used as guidance, not as a set in stone example. Due to limited information and logs of this fight healing tips need to be embellished after live play testing.

    • Phase one has a very low healing requirement so you can focus more on dealing damage. Furthermore try help out with as much damage as possible onto the wall and adds in Intermission 2.
    • There are a couple of areas to set up Evangelism within this fight. During Phase one for Ring of Ice. During Phase 2 shortly after reaching Jaina, or at any point where Chilling Touch stacks get high and a Siegebreaker Blast is going off. For phase three it will depend on the tactic used.
    • PW:S x4-8 -> PW:R x2 -> Evangelism -> Shadowfiend -> Schism (as damage hits) -> Halo -> Solace -> Penance -> Smite.
    • Targets effected by Frozen Solid may need more attention. Will be a good target for Atonement.
    • Purify – Use purify on Grasp of Frost / Hand of Frost to remove the root effect on the player as it also applies Chilling stacks.
    • Leap of Faith – May have potential to get players out of Ring of Ice.
    • Mind Control – Can be used to make the Kul Tiran Marine to jump of the edge of the boat.
      • Can reduce total total number of Set Charge the raid will have to deal with. Also means more focus damage onto Jaina.

    Ability Breakdown

     

    Abilities

    • Chilling TouchBeing affected by Jaina’s frost spells chills players, reducing their movement speed by 2% and inflicting Frost damage every 1 sec. This effect stacks.
      • Frozen SolidIf a player reaches 20 applications of Chilling Touch and drops below 80% health, they are frozen solid in an ice block and stunned for 30 sec unless they are freed. Players frozen suffer 10982 Frost damage every 1 sec.
    • Iceblock – Invulnerable for 20 seconds
      • This is cast when any bloodlust type ability is used.
    • Gathering Blizzard – (Mythic) – The chilling blizzard causes the ambient temperature to drop and also reduce vision. Players must remain within 10 yds of 1 other players or they gain Freezing Blood. At 50 power, players must remain within distance of 3 other players. At 75 power, players must remain within distance of 5 other players. At full power, vision is severely limited.
      • Freezing Blood – After 6 sec, if the target is not within 10 yds of enough other players, the target is frozen solid.

    Phase 1 Abilities

    • AvalancheJaina continually hurls ice at her current target’s location every 1 sec for 5 sec inflicting Frost damage to players within 7 yards of impact.
    • Grasp of FrostTargets a random player and inflicts Frost damage on impact and roots them for 8 sec. Also applies a stack of chilling touch every 2 sec for 8 sec.
    • Ice Shard (tank) – Fires an ice shard at the target that inflicts 100% attack damage as Physical and increases the damage of consecutive ice shards by 10% for 30 sec. This effect stacks.
      • Jaina does not melee hit.
    • Freezing Blast – A cresting wave of ice surges over players in a line in front of the caster, dealing Frost damage on impact and knocking enemies back.
    • Ring of Ice – Unleashes a ring of ice that inflicts Frost damage to players within 30 yards and freezes them for 30 sec. Also, inflicts Frost damage every 1 sec and roots players greater than 30 yards from the boss for 8 sec.
      • Frozen Solid – Applied if within the Ring of Ice radius.
      • Searing Pitch – Removes the root effect,
      • Time Warp (Heroic/Mythic) – Warps the flow of time, increasing haste by 30% for 40 sec. Those affected will be unable to benefit from Bloodlust, Heroism, or Time Warp again for 10 min.
    • Frozen Siege (Mythic) – The boss randomly chooses a ballista and freezes it in a block of ice. The siege weapon cannot be operated until it is released from this icy prison.

    Kul Tiran Fleet

    The ship will appear in the first 15 seconds then every minute following.

    • BombardThe Kul Tiran Corsairs bombard the deck of the Zandalari vessel, inflicting Fire damage to all nearby players and knocking them back. Additionally, this ability leaves behind pools of Searing Pitch.
      • Searing PitchContinually inflicts Fire damage every 1 sec as long as a player stands within the flames. Inflicts greater damage the longer a player stands within the effect. Also, standing within the flames removes Chilling Touch.
    • Kul Tiran Marine (Add) – Two of these adds will spawn and board the ship when the ship arrives.
      • Set ChargePlaces a munitions barrel that will explode after 40 sec, inflicting Fire damage to all players unless it is tossed overboard before it detonates. Barrels that detonate leave behind pools of Searing Pitch.
        • Heroic/Mythic – Explodes after 15 seconds.
      • Marked Target They will chase down a player hitting them if they get close.

    Intermission 1 Abilities

    This intermission will begin when Jaina reaches 60% HP. Any active adds will despawn. Jain will teleport away and begin a cut scene which shows Jaina freezing the water around the ship creating a frozen arena.

    • Howling Winds Jaina blinks away the centre and conjures a powerful storm, restricting the vision of targets further away. Additionally, she continually radiates glacial shards outward
      • Heroic/Mythic – Will blink to a random location instead, meaning Jaina needs to be found.
      • Glacial ShardsComing into contact with a Glacial Shard inflicts Frost damage and freezes the target in a block of ice.
    • Blistering TornadoInflicts Frost damage and knocks enemies away that come into contact with it.
      • Randomly move around the frozen arena until the intermission ends.
    • Icebound Image (adds – Mythic) – These will surround Jaina.
      • Arctic Armor – Images provide a shield that surrounds the boss, making her immune to damage and interrupts until no images are left.

    Phase 2 Abilities

    Once Jaina has been interrupted the second phase will begin.

    • Chilling Touch – Now slowly builds on all players every 5 seconds.
    • Arctic GroundJaina’s frost spells freeze the ground, making it even more treacherous to stand on. Standing on the Arctic Ground applies Chilling Touch at an increased rate.
    • Avalanche (now tank only) – Jaina continually hurls ice at her current target’s location every 1 sec for 5 sec inflicting Frost damage to players within 7 yards of impact.
      • Hand of FrostClaws of frost fire outward from the impact, inflicting Frost damage and rooting players struck for 8 sec. This effect applies Chilling Touch every 1 sec.
    • Ice Shard (tank) – Fires an ice shard at the target that inflicts 100% attack damage as Physical and increases the damage of consecutive ice shards by 10% for 30 sec. This effect stacks.
      • A tank will be frozen as stacks can no longer be reset.
    • Unexploded Ordnance – Three barrels will be around the frozen arena.
      • Burning ExplosionThe contents of the munitions barrel ignite in a blazing fire, removing Chilling Touch from players within 20 yds. After 15 sec, it explodes and inflicts Fire damage to players within 20 yds, knocking them back.
        • WarmthProximity to a burning barrel provides Warmth, granting immunity to Chilling Touch for 8 sec.
        • Use the barrel to reset stacks, but move away before the explosion.
      • Refractive IceThe object is encased in Refractive Ice, reducing damage taken by 99%. Being struck with Broadside will shatter this.
    • BroadsideJaina marks players for a broadside, inflicting Arcane damage every 1 sec. Upon expiration, cannons aboard the Proudmoore flagship fire upon their positions, inflicting Arcane damage within 10 yds.
    • Siegebreaker BlastJaina marks a player and, after locking on, the Proudmoore flagship fires a mighty arcane salvo. This inflicts Arcane damage to all players and knocks them back. The damage is reduced the further players are from the impact point.
    • Glacial RayChannels a ray of intense cold, inflicting Frost damage every 0.5 sec in a line.
    • IcefallJaina calls down a massive frozen comet from the skies, inflicting Frost damage to players struck. Additionally, smaller comets strike outward, inflicting lesser Frost damage.

    Intermission 2 Abilities

    This intermission will begin when Jaina reaches 40% HP. She will be immune to damage and teleport to the centre of the arena.

    • Flash FreezeBegins freezing everything, placing a stack of Chilling Touch every 15 sec on all players as a zone of cold slowly expands from her position. Players that come into contact with this zone are instantly frozen. At the end of her channel, Jaina shatters all players, instantly killing them.
      • An Ice wall with a large HP pool must be killed so the raid can leave the frozen arena.
    • Jaina’s Tide Elemental (add) – This add will be present when moving out of the frozen arena.
      • Heart of FrostPlaces a shard of ice in a player, causing them to burst with icy energy inflicting Frost damage to all nearby allies.
      • Frost Nova (100 energy) – Blasts all players within 12 yards, inflicting Frost damage and freezing them in place for 8 sec.
      • Water Bolt Volley (interruptible – Heroic/Mythic) – Hurls a watery bolt at all players, inflicting Frost damage.
      • Splitting Frost (Mythic) – Upon death, Jaina’s Elemental splits into smaller pieces of itself.
    • The raid must also free Nathanos Blightcaller as he will interrupt Jaina’s Flash Freeze.
      • Arcane BarrageJaina calls on the full might of her flagship to constantly bombard the area, inflicting Arcane damage to all nearby players and knocking them back.
      • This must be interrupted to finish the intermission.

    Phase 3 Abilities

    Once Jaina has been interrupted the third phase will begin. There are no longer any heat sources.

    • Chilling Touch – Now slowly builds on all players every 5 seconds.
    • Arctic GroundJaina’s frost spells freeze the ground, making it even more treacherous to stand on. Standing on the Arctic Ground applies Chilling Touch at an increased rate.
    • Ice Shard (tank) – Fires an ice shard at the target that inflicts 100% attack damage as Physical and increases the damage of consecutive ice shards by 10% for 30 sec. This effect stacks.
    • BroadsideJaina marks players for a broadside, inflicting Arcane damage every 1 sec. Upon expiration, cannons aboard the Proudmoore flagship fire upon their positions, inflicting Arcane damage within 10 yds.
    • Glacial RayChannels a ray of intense cold, inflicting Frost damage every 0.5 sec in a line.
    • IcefallJaina calls down a massive frozen comet from the skies, inflicting Frost damage to players struck. Additionally, smaller comets strike outward, inflicting lesser Frost damage.
    • Shattering LanceIf a player becomes frozen solid, a Shattering Lance forms near Jaina. After a few seconds, the ice lance fires out in a line towards the frozen target, inflicting Frost damage to all players struck. Shattering Lance inflicts triple damage to frozen targets.
    • Crystalline DustChilling dust blasts the air in a frontal cone, inflicting Frost damage to all players struck.
    • Prismatic Image (add) – An image of Jaina fragments off into the arena. This image copies some of her spells as long as it is alive.
    • Orb of Frost (Heroic/Mythic) – Jaina fires a large orb of frost towards a player. Colliding with the orb inflicts Frost damage and reduces its power. Upon reaching the end of its path or running out of power, the orb explodes, inflicting Frost damage to all players and applying stacks of Chilling Touch based on its remaining power.

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