Table of Contents

Introduction

Hello everyone and welcome to the Uldir Discipline Raid Guide. I am Hellpriesto, a Mod here at WarcraftPriests. All feedback and discussion is welcomed. Feel free to contact myself KCR 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. Discipline is performing very well in Uldir so far. Due to Atonement application being more mana expensive, we must make sure we choose our targets well.

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.
    • Typically only used in life/death situations as the mana cost is quite high.
  • 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.
    • It is not worth multi-dotting as it 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.

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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): Schism or Twist of Fate
    • Schism – The best talent on the row with the strongest output gain.
    • Twist of Fate – A good pickup on fights where you gain consistent up time.
  • 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
    • Sins of the Many – All round damage and healing bonus which is best in most situations.
  • Level 90 (Tier 6): Halo
    • Halo – The best talent for raid healing.
  • Level 100 (Tier 7): Evangelism or Lenience
    • Evangelism – The best talent for raid healing.
    • Lenience – Niche uses, primarily on Mythic Fetid, where the DR is far more valuable than the hps from Evangelism.

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Taloc the Corrupted

This encounter is an “elevator boss envisioned”. Whilst you fight Taloc the encounter room will slowly decent downwards. This boss consists of three phases:

  1. Taloc is active and moving around, chasing after his Cudgel of Gore.
  2. Taloc moves to the centre of the room and the decent downwards begins. During this time adds will spawn and chase after a specific target. (during this phase Taloc takes 99% reduced damage, you can still deal damage to him and do full healing through Atonement.)
  3. Upon reaching the bottom of the lift, you fight Taloc again similarly to phase one, except adds continue to spawn

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Cudgel of Gore Casts and Damage Taken Per Second (DTPS) by the Raid. Keep in mind, the amount of Cudgel of Gore Casts you get per phase will depend on your raids DPS.

Mythic Damage Patterns

Cudgel of Gore Casts, Enlarged Heart/Hardened Arteries Casts, and Damage Taken Per Second (DTPS) by the Raid.

Healing Tips

  • Plasma Discharge – Have those targeted shown on your frames so you can quickly apply Atonement with PW:S.
  • Cudgel of Gore – It is important to note that timers show when he will start the cast, not when the damage will occur.
  • Enlarged Heart (Mythic only)- Everyone without Hardened Arteries will stack on the tank for this ability so PW:B is very effective here.
  • Hardened Arteries (Mythic only) – It’s worth preempting the damage using Rapture for this ability.
  • During the elevator phase, the healing requirement is very low. Can use CD’s early on quite freely as they will be up for phase 3. (during this phase Taloc takes 99% reduced damage, you can still deal damage to him and do full healing through Atonement.)

Ability Breakdown

Phase 1 Abilities
  • Plasma Discharge – Applies a DoT to random targets. Run out to a designated location as it drops Blood Storm and takes up ground space.
  • Sanguine Static – Targets random friendlies and deals damage to those targets, anyone in between the path and knocks them back.
  • Cudgel of Gore – Charges his target (tank) and slams his Cudgel to the ground caused raid wide damage and knockback. Damage dealt reduced with increasing range. All Blood Storms are removed within a 15 yard radius.
  • Enlarged Heart (Mythic only) – Deals damage to a target split among anyone within 8 yards.
  • Hardened Arteries (Mythic only) – Deals damage to targets and anyone within 8 yards of each target.
Phase 2 Abilities
  • Powered Down – Taloc is immobilised in the centre of the room and takes 99% reduced damage (can still be used for full Atonement healing).
  • Coalesced Blood (add) – This add targets the tank and leaves Blood Storms behind it.
  • Volatile Droplet (add) – This add targets random players and will deal damage and knockback whoever it comes into contact with first.
  • Uldir Defensive Beam – Avoid this beam throughout the descent. They are present below the platform and as the elevator moves down they come into play.
Phase 3 Abilities

This phase plays out similarly to phase one with abilities from both phases.

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MOTHER

This is a single phase encounter which uses a wall mechanic to split up the raid. The walls will split up the room into three smaller chambers.

Normal and Heroic Talents

Mythic Talents

There are no damage breakdowns given for this boss as it will vary depending on your raid’s crossovers.

Healing Tips

  • Defense Grid – You can cast PW:B next to the wall and have both sides receive the effect.
    • If your raid plans to have big groups go over, make sure to use a good burst setup such as:
    • PW:S x3-6 -> PW:R x2 -> Evangelism ->  Schism (as damage hits) -> Halo -> Solace -> Penance -> Smite.
    • All atonement applied before crossover will still heal
    • Halo does not go through the wall
    • Power Word: Barrier will mitigate a tremendous amount of damage for crossovers.
  • Due to needing a target to heal, being sent over in early groups is the worst thing as a Disc. Try to get sent over later if possible. If you are unfortunate and sent over early, make sure to get your evangelism burst used up quickly and hold Rapture to use once on the other side.

Ability Breakdown

Chamber 1 and 2
  • Defense Grid – These are the walls that separate each chamber. They completely block line of sight so spells cannot be cast on anyone in a different chamber. Every player that crosses the Defense Grid will cause a burst of raid wide damage. Due to this small teams must be sent over.
  • Remnant of Corruption add will also spawn for every player that crosses the Defense Grid. Make sure to keep an eye on these adds as they cast Clinging Corruption. If any of these casts go off the raid will need healing. In mythic, different adds will spawn depending on the role of the player that crosses.
  • Cleansing Purge – This is the mechanic which forces you into different chambers. This ability is activated within three minutes of the boss entering any chamber.
  • Purifying Flame – A patch of fire will spawn underneath anyone in the same chamber as the boss and explode, simply sidestep to avoid.
  • Wind Tunnel – You will be pushed into the walls on the left or right, which will constantly change. Simply run against the wind to avoid being pushed into the dangerous fire.
  • Sanitising Strike – Typical tank mechanic that should be faced away from the raid.
Final Chamber

All other abilities from the first chambers are still active.

  • Depleted Energy – The boss gains this debuff when entering the final chamber. This becomes a race to the end.
  • Uldir Defence Beam – Two beams will section the chamber into 4 and continuously rotate clockwise and anti-clockwise. This requires a lot of movement to avoid the beams.

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Fetid Devourer

This is a single phase encounter and follows the typical patchwork style race to beat the enrage timer.

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Shockwave Stomp Casts, Putrid Paroxysm Damage, Damage Taken Per Second (DTPS) by Raid

Mythic Damage Patterns

Shockwave Stomp Casts, Putrid Paroxysm Damage, Damage Taken Per Second (DTPS) by Raid

Healing Tips

Ability Breakdown

Abilities
  •  Malodorous Miasma – The boss will apply this small DoT to players periodically directly and through other abilities. As this DoT fades it mutates into Putrid Paroxysm which hits significantly harder. 
  • Corruption Corpuscle – These adds will spawn throughout the encounter. They spawn in two locations out of a possible 6 around the edges of the room. These adds will cast an uninterruptible 20 second long Enticing Essence. If this cast succeeds the boss will heal and gain energy.
    • Do not stand near where adds are spawning as you will receive a stack of Malodorous Miasma. You will receive a Putrid Paroxysm if you have that as your active DoT.
  • Thrashing Terror – Every fourth attack this ability is cast on the nearest target to the tank, i.e the currently “not active tank”.

  • Rotting Regurgitation – The boss will cast this at 100 energy on a random player. Once the target is selected and the cast begins, everyone must move out of the frontal cone to avoid receiving Malodorous Miasma and a knockback. You will receive a Putrid Paroxysm if you have that as your active DoT.

  • Fetid Frenzy – At 50% health the boss will take 50% more damage and deal 25% more damage.

  •  Shockwave Stomp (Heroic and Mythic) – Large raid wide unavoidable damage and knockback
Mythic Only

 

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Zek’voz Herald of N’zoth

This is a three phase encounter with lots of different adds to handle.

Phase 1: 100% – 65% HP – Eye Beam + Silithid Warrior adds.
Phase 2: 65% – 30% HP – Rolling Decipt + Guardian of Yogg-Saron adds + Nerubian Void Weaver adds
Phase 3: 30% – 0% HP – Overload + Orb of Corruption + Will of the Corruptor

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Surging Darkness Casts, Jagged Mandible Damage, and Damage Taken per Second (DTPS) by the Raid

Mythic Damage Patterns

Surging Darkness Casts, Jagged Mandible Damage, and Damage Taken per Second (DTPS) by the Raid

Healing Tips

  • Surging Darkness – Evangelism will be up for every Surging Darkness cast.
  • Be very careful with Halo on this fight, depending on your positioning, as it will break CC being used on the Nerubian Voidweavers. If you are having issues with not being able to utilize it properly, you can consider using Purge the Wicked instead, although it is highly recommended that you position yourself in a way where you don’t have this issue.
  • Targets that have been hit by the Silithid Warrior’s ability Jagged Mandible are great targets for atonement as they will be taking damage over time. It is often a good idea to Rapture and apply empowered shields to anyone who gets hit by the add.
  • Those targeted with Roiling Deceit are also great targets for Atonement.
  • Void Lash – This will reduce healing on tanks, so don’t panic and spam healing on them as it will waste mana. Make sure you are aware of which tanks have the debuff and how many stacks.
  • Guardian of Yogg-Saron – Ideally, none of these adds will spawn. If they do, preempt the damage on their death with either PW:B or Rapture, prioritising those on lower health or DoTs.

Ability Breakdown

Abilities

These abilities will be in effect throughout the entire encounter

  • Titan Spark – Constantly deals damage to random targets throughout the fight.
  • Surging Darkness – This ability will do large amounts of damage to those standing within the zone and, lighter unavoidable, damage to those not in the zone. This will be cast at 100 energy and the safe zone starts close to the boss and grows outwards.
  •  Void Lash /  Shatter Void Lash – The tanks will be hit with the shown combo.
    • In Heroic and Mythic Void Lash reduces healing by 50% rather than 25%
Phase One Abilities
  • Eye Beam – Targets a random player with an arrow indicator. After 3.5 seconds this play will be dealt damage that jumps to anyone nearby. The player targeted must be spread out from everyone else.
  • Silithid Warrior – These adds will spawn and fixate random players. They apply Jagged Mandible to anyone they hit, which can stack.
    • In Heroic and Mythic the attacks will also slow the player by 50%.
Phase Two Abilities
  • Roiling Deceit – Applies a ticking debuff to random players which spawns an Ominous Cloud on expiration. All clouds should be dropped away from the raid as stepping into these clouds will spawn a Guardian of Yogg-Saron add. As these adds are about to die they will cast Shadow Nova which deals a large amount of unavoidable raid wide damage.
  • Nerubian Voidweaver – These adds will spawn throughout this phase. These adds cast Void Bolt which deals a large amount of damage to whoever is targeted.
    • Ideally, all of these casts should be interrupted.
Phase Three Abilities
  • Overload – Raid wide damage ability
  • Orb of Corruption – This orb will spawn in a random location and slowly descend to the ground. These orbs must be intercepted so they don’t hit the ground.
  • Corruptor’s Pact  – After intercepting an orb the player will receive this buff. after this buff wears of the player will be mind controlled by Will of the Corruptor. They must be brought below 50% HP to break the mind control.
    • In Heroic and Mythic the player must be killed to remove the mind control.
  • Void Wail  (Heroic and Mythic) – As Corruptor’s Pact expires anyone within 8 yards will be dealt damage and feared.
Mythic Changes

Phase one and two will occur at the same time from 100% to 40% HP.

  • Nerubian Voidweavers – Gain a 5% stacking damage buff every 6 seconds. At 10 stacks they are also immune to all forms of Crowd control.

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Vectis

This is an encounter that switches between two different phases/set of abilities.

Phase 1: Lasts roughly 1.5 min – Omega Vector + Lingering Infection + Gestate + Contagion + Evolving Affliction
Phase 2: Lasts roughly 36 sec – Liquefy + Omega Vector + Lingering Infection + Blood Geyser + Plague Bomb

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Contagion Casts, Immunosuppression Casts, Damage Taken Per Second (DTPS) by Raid

Mythic Damage Patterns

Contagion Casts, Immunosuppression Casts, Damage Taken Per Second (DTPS) by Raid

Healing Tips

Ability Breakdown

Phase One Abilities
  • Omega Vector – Will be placed on random targets at the start. Upon expiration will jump to a random nearby player which cannot be avoided.
  • Lingering Infection – Is applied throughout the fight from various abilities and when Omega Vector Expires.
  • Evolving Affliction – Applies a stacking DoT to the tanks, standard tank swap mechanic.
  • Gestate – The boss will randomly target a player and stun them for 5 seconds and deal damage in an area of 5 yards around them. After this cast ends a Plague Amalgam add will spawn and cast Immunosuppression. This applies a raid wide healing absorb.
  • Contagion – This ability will simply to raid wide damage that is unavoidable.
Phase Two Abilities

Both Omega Vector and Lingering Infection are still in play during this phase.

  • Liquefy – The boss will turn into a pool of blood and become completely untargetable. Anyone stood within this pool will gain Lingering Infection stacks.
  • Blood Geyser – These geysers will shoot in a line from the boss’ pool of blood towards random players. Sidestep them to avoid gaining Lingering Infection stacks.
  •  Plague Bomb – These pools must be soaked to avoid Plague Amalgam adds from spawning.
Mythic Changes

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Zul, Reborn

This encounter consists of two phases with different adds to handle.

Phase 1: 100% – 40% HP – Call of Blood + Dark Revelation + Shadow Barrage
Phase 2: 40% – 0% HP – Locus of Corruption + Rapturing Blood + Pool of Darkness + Deathwish

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Dark Revelation Casts, Deathwish Damage, and Damage Taken Per Second (DTPS) by Raid

Mythic Damage Patterns

Dark Revelation Casts, Deathwish Damage, and Damage Taken Per Second (DTPS) by Raid

Healing Tips

Ability Breakdown

Phase One Abilities

There will be adds present when the boss is pulled. These are typically killed before doing anything.

  • Call of Blood – The boss will cast this on a set timer, with a pre-set order, which summons one of three different types of adds.
    • Nazmani Crusher – Only one at a time.
      •  Bloody Cleave – Don’t stand in front of these adds.
      • Thrumming Pulse – This is cast when the add reaches 100 energy. Add must be kited away if this happens.
    • Nazmani Bloodhexer – Two at a time.
      • Bloodshard – This is cast on a raid member with the lowest health. Ideally, all casts are interrupted.
      • Congeal Blood – This is cast when the add reaches 100 energy. This will spawn an Animated Ichor at the adds location which will make its way towards the boss. It will heal the boss for the adds current health upon reaching.
      • Sanguine Presence (Heroic and Mythic) – Keep these adds separate at all times.
    • Bloodthirsty Crawgs – Four at a time.
      • Hungering Maw – They heal themselves for the damage they do. May need kiting if they cannot be killed quick enough.
      • Engorged Burst – This is cast when the add reaches 100 energy. This deals a large amount of raid wide damage which should be avoided at all costs.
  • Shadow Barrage – Deals damage and applies a DoT to a random target.
  • Dark Revelation – Applies a debuff to a random target. When this debuff expires it deals a large amount of raid wide damage that will be reduced with distance. 
  •  Minion of Zul – Multiple adds will spawn in the area that Dark Revelation exploded. These adds will cause Pit of Despair on anyone they come into contact with.
  • Pool of Darkness (Heroic and Mythic) – Will deal ticking raid damage until the pool is soaked. Those soaking the pool will be taking damage from Absorbed in Darkness
Phase Two Abilities
  • Locus of Corruption – Consumes energy gained during phase 1 and applies a permanent stackable DoT to the entire raid. For every 5 energy consumed the raid will receive 1 stack.
  • Deathwish – Similar to Dark revelation in phase one, however, the target will now be mind controlled and automatically walk to the edge and jump off. The damage still falls off with distance.
  • Pool of Darkness – Will deal ticking raid damage until the pool is soaked.  Those soaking the pool will be taking damage from Absorbed in Darkness
Mythic Changes
  • Pool of Darkness – Whoever takes damage, either the raid or the soaker, will receive Corrupted Blood stacks. This forces multiple people to soak.
  • Blood Recall – All adds except the Minion of Zul and Animated Ichor have this passive. Killing adds now requires management of the debuff Decaying Flesh which will jump between the adds.

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Mythrax the Unraveler

This is an encounter that switches between two different phases/set of abilities. This boss has an unconventional start whereby you must jump into the encounter room, which causes fall damage, that instantly pulls the boss. The fight must always be started this way, you will die instantly if alive when not in combat down below.

Phase 1: Annihilation + Essence Shear + Obliteration Blast + Imminent Ruin + Oblivion Sphere
Phase 2: Triggers after every 33% HP lost and lasts around 50 seconds. Annihilation + Xalzaix’s Awakening + Vision of Madness adds + N’raqi Destroyer adds + Obliteration Beam

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

 

Imminent Ruin Casts, Oblivion Sphere Casts, Xalzaix’s Awakening Casts, Damage Taken Per Second (DTPS) by Raid

Mythic Damage Patterns

Imminent Ruin Casts, Oblivion Sphere Casts, Void Echos Casts, Xalzaix’s Awakening Casts, Damage Taken Per Second (DTPS) by Raid

Healing Tips

Ability Breakdown

Abilities
  • Annihilation – This will persist throughout the entire encounter and is important that your stacks do not go too high. Every ability you are hit by will apply stacks.
  • Existence Fragment – These fragments appear as green orbs which you can collect to reduce Annihilation stacks.
  • Oblivion Sphere – As players are released, the raid will take damage. 
  • Xalzaix’s Awakening – Each time the boss transitions into phase two this will be cast and is also a good ability to prep Evangelism for.
Phase One Abilities
  • Essence Shear – Standard tank mechanic forcing the boss to be faced away from the raid. Applies Annihilation to all players within a cone. Due to the debuff applied that prevents fragments spawning, this must hit alternate tanks.
  • Obliteration Blast – This will be targeted towards a random player and cast after three seconds. Applies Annihilation stacks and is completely avoidable.
  • Imminent Ruin – This debuff is applied to two random raid members who need to move to different edges of the room. Upon expiration, it applies Annihilation stacks to anyone within 12 yards and fall off damage to the entire raid.
  • Oblivion Sphere – These spheres will spawn on random raid members and mind control anyone within 5 yards. This forces the entire raid to be spread out to avoid multiple mind controls in each sphere. Typical knockback abilities can be used to get them out, also any damage dealt to them will knock them back. Beware these spheres will remain for a little while after the player is released.
  • Crashing Oblivion – When a player is released from an Oblivion Sphere’s control raid wide damage will be dealt. This forces releasing of players from Spheres to be controlled in a one by one fashion. It may be a good idea to assign someone to release people.
  • Essence Shatter (Heroic and Mythic) – at 20% HP the boss applies this debuff to the entire raid stops Fragments spawning. This means you must be very active at reducing your stacks throughout the fight. This debuff is a race to kill the boss as high annihilation stacks become very severe.
Phase Two Abilities
  • Xalzaix’s Awakening – This ability will apply 10 Annihilation stacks and deal damage to the whole raid. Two Oblivion spheres will spawn so players must remain spread. No more spheres will spawn during phase two after this point.
  • Oblivion Veil – Standard mechanic stopping damage to the boss. As the reduction is 99% you can still deal damage for full Atonement healing. that being said, it’s still a good idea to help with killing adds.
  • Vision of Madness adds – These will cast Mind Flay on random players, dealing minor damage and slowing movement speed by 50%. These adds are rooted in the floor and cannot be moved.
  •  N’raqi Destroyer adds – Two of these will spawn and must be tanked apart or they will be buffed with Critical Mass. These adds will cast Essence Shear which causes the tanks to gain a lot of Annihilation stacks. They will also cast Void Volley which will deal damage to the whole raid. Ideally, all of these casts will be interrupted.
  • Obliteration Beam. – The boss will face a random direction and cast this beam. Everyone should run out to avoid this severe damage and Annihilation stack gain.
Mythic Changes
  • Living Weapon – During phase one this ability will be active and spawn Xalzaix at the location of a random player. This forces the spread range to be even higher to 8 yards. Whilst active this add will cast Void Echoes which deals raid wide damage and grows stronger with each successive cast. This add must be focused and taken down to 50% HP as soon as possible. It will also cast  Obliteration Blast which must also be avoided.
  • Obliteration Beam – During Phase two this ability will be cast towards Xalzaix who will then redirect the beam to another location.
  • Obliteration Beam and Obliteration Blast will now remove Existence Fragments on the floor.

 

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G’huun

This is a three phase encounter which also requires teams of players to run orbs to progress into each phase.

Phase 1: Orb Running + Explosive Corruption + Cyclopean Terror + Dark Young + Reorigination Blast
Phase 2: Orb Running + Explosive Corruption + Corrupting Bite + Wave of Corruption + Blood Feast + Reorigination Blast
Phase 3:  Explosive Corruption + Corrupting Bite + Wave of Corruption + Collapse + Gaze of G’huun

Normal and Heroic Talents

Mythic Talents

Heroic Damage Patterns

Reorigination Blast Casts, Wave of Corruption Casts, Putrid Blood Damage, Damage Taken Per Second (DTPS) by Raid

Mythic Damage Patterns

Reorigination Blast Casts, Wave of Corruption Casts, Putrid Blood Damage, Damage Taken Per Second (DTPS) by Raid

Healing Tips

  • The healing requirement during the first phase is quite low so don’t worry about using too much mana. If you want to push out more healing you can usually get out an Evangelism very early and have it back up before the first Blast.
  • Those targeted with Torment or Explosive Corruption will be a good target for Atonement as they will take damage over time.
  • Reorigination Blast – These blasts will do consistent raid wide damage and are worth preparing Evangelism for with the following:
    • PW:S x3-6 -> PW:R x2 -> Evangelism ->  Schism (as damage hits) -> Halo -> Solace -> Penance -> Smite.
    • You can deal damage to the boss in phase one for full Atonement healing.
    • You will need to be aware of how fast the teams are at enabling the blast as it will be different each time.
    • Each blast is far enough apart to fit an Evangelism in between.
  • Blood Feast – As everyone will stack up here to get their stacks removed its a great timing for Power Word: Barrier.
  • Rapture should be used outside of evangelism burst to give you more tools outside of burst.

Ability Breakdown

Orb Running

For the most part, this won’t be a task assigned to us as priests as our mobility is quite small. That being said we can always be used to pick up the orb to throw to someone else.

  • Power Matrix – Throughout phase 1 and two these will spawn on the left and right side of the encounter up the ramps. The first orb will always spawn on the west side and alternate thereafter, resetting after each reorigination blast. Each orb adds 35 energy when inserted into the reorigination module.
    • Whilst holding the orb your movement speed will be reduced by 20% every 2 seconds.
    • Once you cannot move you need to Throw Power Matrix. Do not let it hit the ground or it will respawn back at the start.
  • Reorigination Blast – Once three orbs have been added this will trigger. Dealing continuous raid wide damage. It will also stun G’huun and any adds whilst increasing their damage taken by 100%
  • Amorphous Cyst – These adds are dotted all the way up the path to the module. They have Undulating Mass surrounding them which reduces movement speed by 75%. Dealing damage to these adds will reduce the range of this mass.
  • Imperfect Physiology – This debuff stops the same people carrying the orb.
Phase One Abilities

The healing requirement during this phase is overall very low.

  • Dark Young (add) – These adds need to be tanked. They will cast Massive Smash on the tank. When this add reaches 100 energy it will also cast Dark Bargain. This should be avoided by all players as getting hit twice will cause you to be mind controlled. to remove the mind control the target needs to be taken down to 50% HP: It’s only removed by death in Heroic and Mythic. This should also be placed on as many small adds as possible as it increases their damage taken.
  • Cyclopean Terror (adds) – These adds will appear all over the room in sections. They cast an interrupt-able Torment on random players. These adds should be killed and interrupted as soon as possible.
  • Blightspreader Tendril (Heroic and Mythic add) – This add needs to be tanked and casts an interruptable Decaying Eruption. This must be interrupted at all costs.
    • This add will Burrow upon reaching 0 energy and moves to another location.
  • Explosive Corruption – This will be applied to random players. On expiration Blighted Ground will spawn causing damage and slowed movement speed to anyone who stands within it: 5 Virulent Corruption orbs will be sent outward from the player.
  • Reorigination Blast – Once your raid gets three orbs to the modules this will mark the transition into the next phase.
Phase Two Abilities

No more adds will spawn from phase one but Explosive Corruption will remain

  • Wave of Corruption – This will cover the entire bottom floor and apply a stacking debuff to everyone hit called Putrid Blood.
    • In Heroic and Mythic if stood close to anyone within 5 yards both players will be knocked back and given an additional Putrid Blood stack.
  • Blood Feast – This debuff will be applied to a random player. On expiration, it will remove Putrid Blood stacks from anyone within the circle. The entire raid should stand within this circle to remove their stacks. This will cause an add to spawn called a Gibbering Horror
  • Gibbering Horror (add) – This add will spawn from the Blood Feast. It will increase its maximum health and damage through Blood Might which increases the more Putrid Blood Stacks that Blood Feast removes. This add also casts Mind-Numbing Chatter. Everyone needs to stop casting to avoid being spell locked for 3 seconds.
  • Reorigination Blast – Once your raid gets three orbs to the modules this will mark the transition into the next phase.
Phase Three Abilities

This phase plays out similarly to phase two with a few additions. Wave of CorruptionCorrupting BiteExplosive Corruption continues into this phase.

  • Collapse – G’huun will take 99% reduced damage and cause the ceiling to collapse. Everyone must dodge the large areas of the marked floor. The damage will fall off with range and does cause a knockback.
  • Gaze of G’huun – Simply turn away to avoid being feared.
  • Malignant Growth. (Heroic and Mythic) – These will spawn in two waves. Leaving a safe area to stand in.
    • Stand where there are no growths, once the first set explodes, move onto their position.
Mythic Changes
  • Explosive Corruption – Now applied to 12 players at once.
  • Spawn of G’huun – This add will spawn whenever adds die. It will focus a random player with Dark Purpose. Upon reaching the player they receive the debuff Blood Host. This debuff will spawn a new add upon removal or expiration.
  • Tendrils of Corruption – All Cysts on the upper platform have this ability which causes to you to be rooted and take damage.
  • Gibbering Horror  (add) – When this add dies it will form a Blighted Ground which will then reform back into the add with 80% HP.
    • This means that this add can only be killed during a Reorigination Blast
  • Bursting Boils – During phase two and three these boils will spawn. These will deal damage and apply a 30 second DoT to the two closest players. Each boil must be soaked by two different players. If you receive two of this DoT you will be mind controlled.
  • Power Matrix – Whilst holding an orb you will be chased by a Matrix Surge. The Reorigination Module will also only activate when two orbs are added to the module at the same time.

 

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