Manaforge Omega Raid PTR Testing
Table of Contents
- Plexus Sentinel {#plexus-sentinel}
- Loomíthar {#loomithar}
- Soulbinder Naazindhri {#soulbinder-naazindhri}
- Forgeweaver Araz {#forgeweaver-araz}
- The Soul Hunters {#the-soul-hunters}
- Fractillus {#fractillus}
- Nexus-King Salhadaar {#nexus-king-salhadaar}
- Dimensius, the All-Devouring {#dimensius-the-all-devouring}
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This document is in no way a final document, it is merely a first thought kind of document as to what I think the fights are meant to do. It is based purely of the PTR dungeon journal. As testing has been done it will be edited to what it actually was. Also keep in mind I made it with mythic dungeon journal, so sometimes it might not completely correspond with heroic.
If you have feedback/ comments, feel free to send them to Ayarea on Discord. I will edit as best as I can with updates/ testing etc!
Possible useful WEAKAURAs
- Reloe Northern Sky: https://wago.io/NSManaforge
- Causerse: https://wago.io/twwraid3
Possible assignment sheet
WIP for now
Log links: https://www.warcraftlogs.com/zone/reports?zone=44
Heroic spreadsheet: Heroic Boss Sheet (Tae Hee -
Questionably Epic, one boss sheets: https://questionablyepic.com/manaforge-omega
Feedback // document changes
- Loomi, changed visuals on raidplan. Feedback from Viklund, ring is likely same as Eranog in VOTI (fire dudes ring). Made it clearer on the raidplan/picture to correspond with that idea. Might not be possible to stand in the middle as well.
- Soulbinder. Feedback Viklund. Cylinders are likely the binding machines. (he was correct)
- Djtwo, use colourcoding perhaps?
- Aya, in the next few days I will edit the fights accordingly. I had a few busy days. Apologies.
Added some graphic mechanics for Loomitar (and how the ring / overinfusion bleeding works).
(normal mode)
Added some graphic mechanics for Soulbinders. Cylinders are the binding machines. 4 in the middle and 2 on each side (changed the raidplan accordingly, will update tactics on it later as well). (normal mode)
Added update on the pillars on Forgeweaver (positions are in the weird shapes, not the sides. Put picture in the document.
Added raidplan update on Fractilus. Spawns on one side and not in the middle. Plus 6 crystals on the side. Tried to make the raidplan clearer. No telemetry used for the backhand, it's just a knockback.
- Aya, will be putting down “updated” tactics rather than edit the possible tactics at the end of every boss page.
- 13-7 in the next few days I will try to edit the changes in the document. I have been on vacation. As well as adding Dimensius :)
- 19-7 Dimensius Phase 1, with raidplan. Intermission done. P2 WIP.
- For Dimensius mythic mechanics are included in the abilities, will try to put down mythic for mythic only abilities. But it’s mostly aimed for mythic.
20-7 Dimensius is “done”. Again use my tactics with a grain of salt. They might be completely wrong. I do this for fun. And to get myself prepared due to not able to always PTR test as well. Tried colour coding, not sure how I feel about it.
No longer maintaining this, with other short guides coming out including graphics it’s kind of wasted time and effort :D. It was after all mostly before PTR testing.
I’d love to hear if the document has been helpful in any way shape or form!
1. Plexus Sentinel
1. Plexus Sentinel __________Start
Abilities
- Phase blink, Using Reshil Wraps (CLOAK) causes you to bypass the Atomization process.
- Arcanomatrix Sieve (100% energy), coming in contact with it will Atomize you. (deadly)
- Atomize, 43,5 mill dmg while passing (deadly)
- Arcane Radiation, The Sentinel sections of Portions of The Intake with Arcane Radiation.
- Static Lightening, Lightning rains down after “The Intake” is being activated (likely constant or just after activating “The Intake”
Stage One: Purge the Intruders
- Manifest Matrices, Arcane energy into players (dot), when expires leaves a Displacement Matric.
- Displacement Matrix, Deals dmg and stuns all in 8 yards, also the person stepping on it will be teleported to a random nearby location. As well as leaving Potent Residue on the ground.
- Potent Residue, left behind where matrixes were activated
- TANKS: Obliteration Arcanocannon, Marked with extermination, fires a bomb at your location that deals damage to the raid. Reduced based on distance. Explosion leaves behind Potent Residue as well.
- Powered Automaton, Sentinels Chasis periodically emits Charged Lightning, which deals 2,8mill dmg and arcs between up to 5 players within 10 yards.
Stage Two: The Sieve Awakens (100% energy)
- Protocol Purge, Sentinel relocates and activates the Arcanomatrix Sieve, everyone will be teleported away and traps are being placed through the arena. Sentinel will gain a shield absorbing damage, breaking it interrupts the Protocol.
- Energy Cutter, Cutter beams through the room, dealing dmg + dot when in contact
- Purging Lightning (healer), Lightning from the Great Exhaust is being channels through the sentinel inflicting AOE dmg to everyone. Each cast is empowered and increases by 25%.
- Expulsion Zone, zones that will deal damage as well as knock you back as you walk into it.
Mythic Changes
- Eradicacting Salvo, player marked to be purged, 2 missiles each split between players knocking players away from the target. Needs to hit at least 5 players.
- Overloading Attendant (adds)
- Energy Overload, erupts in Arcane Energies, inflicting damage to all players and increases the dmg of Energy Overload by 100%. Either big cooldowns or depending on how many waves AoE them down to a certain point and kill them off by one depending on the debuff timer?
Ability interaction
- Phase blinks/ Reshii Wraps, used to bypass the Atomization Process (intermission/ 100%). Reshii Wraps turns out to be the cloak for next patch.
Possible tactic
- HEROIC/ NORMAL: Make sure to have tanks Arcanocannon and Manifest Matrics AWAY from the group. Drop the Displacements to the sides/ top/ bottom and keep the middle section clean. Unsure if you have to run through the entire room or just have to cross one section at a time.
- If the Sentinel reaches 100% make sure to have a Phase Blink (Reshii) to cross (unsure how they drop/ are looted). Don’t activate traps.
- Eradicacting Salvo MYTHIC, assign 2 groups of people to soak. As soon as group 1 gets knocked away, 2nd groups goes in. Unsure if immunities can bypass the knocking (immune first, soak 2nd?).
- Player goes from marker to marker instead of the whole group easier?
Raidplan: https://raidplan.io/plan/sbcbarfgdwkavpjt
Additional notes after PTR testing
Graphical mechanics
Tactic
2. Loomíthar
2. Loom’ithar (Loomi) _______________ Start
Abilities
- Shared Abilities Phase 1 and Phase 2:
- Arcane Overflow (healer), deals damage to all players.
- Primal Spellstorm, Arcane Missiles Rain to all players (6yards impact)
- Phase 1: The Silkbound Beast
- Lair Weaving, Loomi weaves a collapsing ring of Infused tangles, deals dmg and roots players.
- Woven Ward (tank/ defensive(?)), Tangles weave warding runes into themselves, preventing all
damage until struck by Piercing Strands.
- Piercing Strands(tank), Loomi launches heavily infused Strands through their target, inflicting damage to everyone in the line. 10 second debuff. Able to break Woven Ward.
- Silk Blast, Loomi blasts the target with Silk (not melee).
- Overinfusion Burst (Deadly), Loomi inflicts damage to all players while absorbing arcane energy and releases it as an explosion.
- Infusion Tether, Loomi pulls players to itself with arcane strands, snaps at 40yards, creating a spot of Living Silk at location as well as dealing damage.
- Living Silk, tendrils of silk, turns victims into Arcane conduits, increasing arcane dmg (500%) and reducing movement speed by 50%)
- Intermission 50% health (breaks apart and pushes all players away)
- Unbound Rage, Shockwave deals damage to everyone as well as knocking them back. Loomi can now move freely. Takes 25% increased damage while Arcane Ichor pours out from the top half.
- Arcane Ichor, Wound juice, inflicts damage every second while touching it.
- Phase 2: The Deathbound Beast
- Arcane Outrage, Loomi unleashes Arcane Ichor and pure arcane energy while enraged shrieking, pushing away players and dealing damage. As it ends players erupt with energy inflicting damage to themselves and allies in 6 yards.
- Writhing Wave(cast on active tank), Loomi sends a cone of silk to the target. Damage is split between players hit in the cone and leaves a debuff for 25 seconds.
- Mytth Changes
- Hyper Infusion, Arcane Pylons around the room pump Arcane energy into whatever is being hit first (player or Loom’ithar). For players it stacks up effect, if Loom’ithar is hit everyone gets dmg.
- Lair Weaving, Infused Tangles, Spawns with a Woven Ward
- Deathbound, Writhing Wave needs to hit at least 5 targets, else Loomi will gain an absorb.
Ability interaction
- Overinfusion Burst likely interacts with Lair Weaving (the Woven Wards) having to get rooted/cocooned. Or it's just game over if Loomi does the burst. Or you use the Lair Weaving to soak the Hyper Infusion (Arcane Pylons around the room if you can’t immune/ soak them normally.
- Infusion Tether spawning the Living Silk. It mentioned turning the victim on an arcane conduit, could just be dealing damage only. Or perhaps used to discharge the pylons (unlikely as it increases arcane dmg taken by 500%).
Possible tactic
- Raidplan: https://raidplan.io/plan/b9f8xudfru5b5272
- Mythic: Divide group in 4 groups per Pylon. For heroic this doesn’t need to happen, as they only spawn on mythic. Making sure Loomi does not get hit by the Pylon infusion and soak Hyper infusion (using the Woven Wards potentially).
- I ASSUME that the Overinfusion Blast has to do with her being charged and exploding. Or maybe she does it anyway so you might have to use the Woven Wards whenever this happens (unsure if they stay all the time as it's a collapsing ring).
- Infused Tangles come with the Woven Ward. Unsure if this means they can be killed and then grant the Woven Ward as a protection shield or if they provide the Ward when in close proximity.
- Make sure to kill the Infused Tangles in the collapsed ring (maybe just 1 or 2 depending on spawns?) To be able to walk through the collapsing ring. Perhaps hide behind the Infused Tangles? So don’t kill them all? (Viklund: “Likely similar to Eranog from VOTI”)
- Avoid Primal Spellstorm (missiles). Soak Writhing Wave in set groups (needs 5). Make sure to spread out 6 yards when Arcane Outrage happens.
- Tanks use the Piercing Strand to get people/ Infused Tangles out of the Woven Ward.
- When targeted with the Infusion Tether, make sure to run out but break it when WA or healer calls for it and don’t drop the Living Silk tentacles on a location where the raid might be going in phase 2.
- Considering the Overinfusion as well as the Woven Wards happen on heroic they likely interact with each other instead and not the pylons.
- In Phase 2 either keep boss in middle (unlikely, blood keeps pouring I think and might fill up the room - soft enrage mechanic?) or move around, make sure to have groups to soak the Writhing Wave that will happen (25 second debuff for those who soaked). Make sure to be spread around 6 yards due to the Arcane Outrage that happens from time to time.
- It is unsure for me how the pylons are activated (is it per pylon, or all 4) and how the Lair weaving spawns. This is all just a guess on my end. Either way that’s for Mythic times.
Additional notes after PTR testing
- Lairweaving is a circle moving all the way from outside inwards.
- Overinfusion, goes up to the green lining of the outer circle on normal.
Graphical mechanics
- Lairweaving. All around are tangles. Overinfusion (goes up till green border)
- Her butt bleeds and follows where it has been. Starting from the middle. Creeps slowly outwards.
Tactic
3. Soulbinder Naazindhri
3. Soulbinder Naazindhri Start
Abilities
- Soul Calling (adds). All adds beings start a wrapping process when entering the arena, to become an Ethereal as they finish said process.
- Unbound Assassin → Shadowguard Assassin (Mythic) Voidblade Ambush, Random player, vanishes and reappears behind a player to deliver a devastating strike with Shadow Energy. Dealing damage and additional damage for 1 minute to all players in the impact area.
- Unbound Mage → Shadowguard Mage Void Volley, Shadow damage to targeted player as well as additional damage for 15 seconds (Mythic) Cast time is halved when interrupted.
- Unbound Phaseblade → Shadowguard Phaseblade Phase Blades, Sears the target inflicting Shadow damage, power of the void scatters after impact jumping between all players. (Mythic) Void Resonance, Every 5 seconds the Phaseblades gain more power and amplify damage by 10%.
- Possible Priority on normal/heroic: Mage > Assassin > Phaseblade.
- Possible Priority on Mythic: Phase blade, Mage (curse of Tongues), Assassin.
- While also destroying the Binding Machines make sure to utilize the Soulfray Annihilation ORB.
- Essence Implosion, The Binding Machine explodes and deals Arcane damage and an additional amount of damage every 5.2 seconds for 15 seconds.
- Soulfray Annihilation (Deadly), Soulbinder targets random players, unleashing a silk bound orb that pulses damage to anyone struck by the orb. The orb tears through everything in its path (including machines and Unbound Souls).
- Soulfire Convergence, Soulbinder targets random players, sending arcane shocks through their souls. If affected players will suffer 2,8mil damage every 1 second. Unstable Soulrend Orbs are being expelled from their body. Any player hit by those will have reduced speed (30%) and haste (25%)
- Deathspindle (Healer), Inhaled fragments of silk combine to block player throats dealing damage to all players every 2 seconds.
- Mystic Lash (Tank), Soulbinder lashes out in fury striking her primary target with searing arcane energy and inflicts damage as well as branding the victim increasing their incoming Mystic Lash damage by 20% as well as 8% physical damage for 45 seconds.
Mythic Changes
- Silk Shield, Soulbinder weaves strands of living silk around her machines. This creates an absorb barrier. The machines keep creating adds.
- Shatterpulse, Destroying a shield lashes out damage to all players.
- Arcane Expulsion, Soulbinder releases a shockwave, knocking players back, inflicting damage and an additional dot. When players crash to the grounds, strands of silk are shaken loose and leave volatile energy zones. These deal damage when inside of them.
- Soulrend Orbs, can break Silk Shield
Ability interaction
- Soulfray Annihilation weakens the Soul Calling adds as well as destroying the Binding Machines.
- Mythic only: Using the Soulrend Orbs to Destroy the Silk Shields around the Binding Machines.
Possible tactic
- Boss in the middle. Tanks in opposite directions (or where adds are spawning, unsure if it's a mechanic that spawns adds from the machines at all times or if one machine gets activated at a time). Ideally chrysalis’/ unbounds die before anything makes it to be an add. However one tactic could be to deliberately let them grow full form and nuking down as needed when using the Soulfray Annihilation for the Binding Machines as well as weakening adds (can chrysalis be weakened as well or just adds is the question).
- Mythic: On mythic the machines are covered with a Silk Shield that needs to be taken care of by the Soulrend Orbs players get when having Soulfire Convergence. Unsure how these orbs destroy the shield (move to the consoles or picking them up (they mostly slow movement and haste down).
- Raidplan: https://raidplan.io/plan/9554z5wacwdqk29
Additional notes after PTR testing
- Based on normal. The binding machines do indeed spawn at the locations, but also 4 in the middle.
- Soulweave Chrysallis seemingly starts right after breaking it with the Soulfray Annihilation (but that's on normal - ~100 seconds). Might be timed regardless on heroic/ mythic where they might cast the actual spell before becoming an active add and before the Binding Machine is broken.
- Actual locations of the Machines incl boss spawn location
Graphical mechanics
- Binding Machines. You will see which ones become active before they do based on some swirlies on them.
- Inactive ones Becoming active
- Activated ones Soulfray Annihilation
- Soulfire Convergence Soulrend Orbs
- Screenshots source: Towelliee (https://www.twitch.tv/towelliee/video/2498170639)
Tactic
4. Forgeweaver Araz
4. Forgeweaver Araz Start
Abilities
- Phase 1 (unclear if Phase 1 is basically intermission 1 followed by intermission 2, then p2.)
- Arcane Obliteration (Deadly), Araz infuses current target, dealing damage to all players, reduced by players within 10 yards of impact location (healing absorb and Astral Mark). Summons an Arcane Echo at location.
- Astral Mark, simply cannot soak next Arcane Obliteration
- Arcane Echo, duplicates casts of Araz.
- Mark of power, if within 20 yards of each other, deals 75% increased damage and 90% reduced damage taken
- Echoing Invocation, invokes a collector add to begin Prime Sequence
- Echoing Tempest, identical to Silencing Tempest
- Silencing Tempest, rains arcane blast at player locations, dealing damage to players as well as pacifying them.
- Arcane Expulsion, Araz unleashes energy inflicting damage and knocking players back.
- Invoke Collector, Araz invokes one of his collectors to begin harvesting
- Arcane Collector, Pillars, unsure how they spawn, static or random? On the blue dots on the Map?
- Arcane Barrier (99% reduced damage)
- Prime Sequence unleashes waves of devastation dealing damage when hit by it
- Arcane Siphon, harnessing magic dealing damage every 2 seconds
- Overwhelming Power (Tank), stacking debuff, 46 seconds.
- Intermission 1 and 2 Funnel energy as well as pushing beyond limits.
- Volatile Surge, the Forge radiates power, dealing stacking damage (6 seconds) turns into Unstable Surge during 2nd intermission. Inflicting damage to all players within impact and applies Astral Burn to those it hits (stacks). Which is a 10 second stacking effect dealing damage.
- Focussing Iris, Energy focussed through the forge inflicts damage to players within the Iris
- Mana Splinter, Forgeweavers armor cracks, stuns him and he takes increased damage for 12 seconds.
- Shielded Attendant (Tank)
- Hardened Shell, absorbs 11.3 million damage
- Ramping power, each melee attack against same target increases their ATSP by 8% (stacks)
Phase 2: Darkness Hungers
- Phase 1 abilities: OVerwhelming Power, Silencing Tempest
- Dark Singularity erupts from the forge, dealing damage and tries to push the players into Crushing Darkness. Strength of the push/ pull increases over time.
- Crushing Darkness, Deals damage every second to players beyond the Event Horizon (Deadly).
Mythic Changes
- Arcane Collector Phase 1, Mythic only abilities
- Astral harvest, Infuses player with energy, dealing damage (4 seconds). When it expires an Arcane Manifestation is being summoned at location.
- Arcane Manifestation, Moves to the collector that summoned it. When reaching the collector, deals big damage and leaves an additional damage dot (Astral Surge). Due to Power Manifested they take 200% reduced damage, as well as having 99% extra speed.
- Void tear, void tears capable of consuming large amounts of arcane power. Deals dmg when standing in it.
- Arcane Collector Intermissions abilities
- Photo Blast, fires energy to players, being hit deals damage and additional dot
- Arcane Convergence, Their energy feeds the Manaforge.
- Containment Breach, when destroyed they cause a breach inflicting damage to players
- Death Throes, Araz erupts as his form is torn apart deals damage and knocking everyone back.
- Dark Singularity adds Hungering Gloom on Mythic. Same as Arcane Collectors just Shadow damage and moves to the Dark Singularity.
Ability interaction
- There doesn't seem to be any abilities working together on heroic mode.
- Mythic: Void Tear is capable of consuming large amounts of Arcane, Arcane Manifestation kiting over those possibly?
Possible tactic
- Raidplan: https://raidplan.io/plan/az6vgeh42q6derw3
- Phase 1, make sure to soak the Arcane Obliteration and spread the boss and the Arcane Echo apart from each other so they don’t buff/shield up. Dodge Tempests
- The Pillars cast Arcane Barrier which reduces their damage significantly. Perhaps this is something that's spellstealable by mages or something that can be purged. OR it interacts with the Silencing / Echoing Tempests, but I find that unlikely (pacifies when in contact). Unless they stay on the floor and you need to utilize them. Perhaps Arcane Barrier drops off once Invoked(?). Or maybe they destroy themselves.
- Intermission: Don’t get hit by the Surges in either intermissions. Avoid the Focussing Iris (likely a beam). Pump big damage on boss during Mana Splinter boost whilst also cleaving down the Shielded Attendant (timing wise, depends if they come before or after damage boost. It happens in both intermissions.)
- Phase 2, Dodge the Tempests again. Don’t get sucked into the Crushing Darkness. Likely soft enrage as it speeds up the suck over time.
- Mythic: The Arcane Collectors have extra damage abilities and summon Arcane Manifestations. The player with Astral Harvast has to make sure to check where the Void Tears are so that the Manifestations walk through them and potentially disappear. These are going to the collector otherwise and interact with Void Tears (likely random spawns).
- Phase 2 has Dark Singularities and Void Manifestations. Get these far away from the Singularities when you have Hungering Gloom debuff.
Additional notes after PTR testing
- Pillars are differently placed.
- The Shielded Attendants that spawn around 10-15 seconds into the intermission will actually redirect the Arcane Convergence cast that the Arcane Collectors do into themselves. This means that when a Collector reaches max energy, you can simply drag an Attendant near them and instead of dealing massive damage to the raid, they instead take the full brunt of it and get chunked for a very significant amount. You can see this occur in a few VODs but during testing, no one seemed to actually know what caused it/what it was doing.
Graphical mechanics
Tactic
5. The Soul Hunters
5. The Soul Hunters Start
Abilities
- Council when they reach 100% Fury they use Metamorphosis and gain 1xtra ability
- When any of the hunters a slain Unstable Soul begins to pulse with power, dealing Cosmic or Chaos damage, increases in strength per 25% per pulse.
- Adarus Duskblaze (purple male belf)
- Devourer’s Ire, Random orbs being thrown, need to be caught by players. He then focuses his gaze on people who intercepted orbs and increasing their physical damage taken by 100%. (dispellable)
- Consume, Drains the essence of players who got the Devourers Ire absorbing healing done as well as dealing damage. As well as applying Unending Hunger, which causes the target to wither, increasing damage and healing absorb taken from consume by 20%.
- Voidstep, Ada opens a path through the void and teleports to a new location, damage dealt to players within 4 yards of the path. Spawns images of himself.
- Hungering Slash, the images open the fabric of void, inflicting Cosmic damage within 8 yards
- Enroaching Oblivion, growing expanse of void opens, dealing Cosmic damage every 1 second to players within and increases their damage taken by 30%. The void will spread and players with Devouring Ire, can consume the essence and reduce its size.
- Intermission: The Ceaseless Hunter (likely metamorphosis) Arena is enshrouded in Void
- Collapsing Star, Adarus casts a star that begins to pull players to its center. Stellar Fragments also rain down and are also pulled to the center. These explode when coming in contact and deal direct damage and cause Dark Residue which is a stackable debuff (5 seconds). If the fragments reach the center they deal Cosmic damage to all players.
- Event Horizon(Deadly), Collapsing Star, inflicts 7 mil damage to players within every 0.5s.
- Velaryn BloodWrath (green red female belf)
- Blade Dance, Slashes nearby locations inflicting Chaos damage to players caught in the effect.
- Fel Inferno(Healer), flame areas dealing damage and an additional dot like for 15 seconds. Stacks up and increases damage taken when each pillar is created. Stepping into these hurts. Avoid.
- Intermission: The Demon Within (likely metamorphosis)
- Fel Rush, Velaryn manifests echoes for 24 seconds, which rush forward, being in their path causing 9.1 million Chaos damage.
- Ilyssa Darksorrow (green grey female nelf)
- Spirit Bomb, Ilyssa explodes, inflicting damage to all players plus additional dmg for 8 seconds and applying Soulcrush.
- Soulcrush, causes players to absorb the next 3.9 million healing received.
- Expulsed Soul (Deadly), Spirit Bomb explodes any splintered fragments left from Fracture. Stacks effect, deals Fire damage and additional damage for 20 seconds.
- Immolation Aura (Healer), engulfes herself in flame inflicting damage to players every 2 seconds.
- Fracture (Tank), rapidly slashes current target, dealing physical damage and applying Shattered Soul, Soul being cleaved into fragments that needs to be collected by another player.
- Shattered Soul, increasing damage taken by Fracture for 125% for 40 seconds.
- Frailty, stacking effect reducing healing received by 33% and stacks. Other players collect these fragments, while suffering Chaos dmg every 3 seconds for 30 seconds (stacks as well).
- Intermission: The Unrelenting Pain (likely metamorphosis)
- Infernal Strike, Ilyssa leaps to a location and deals damage to everyone within 18 yards and knocks them away.
- Fel Devastation, deals damage to players within the effect for 4,5 seconds, and applies Withering Flames, which reduces movement speed by 2% for 10 seconds and stacks up.
Mythic Changes
- Metamorphosis: Soul Tether, binds players together for 24 seconds, snapping this causes damage if further than 15 yards apart.
- Adarus gains Eredacate (deadly), conjures a shadow that dashes behind players and cleaves them dealing Cosmic damage to those who got hit.
- Velaryn gains The Hunt, marking the player as her prey, charging toward them. The effect is reduced the more people stand in its path. Additionally strikes players along the path within 4 yards of each player struck, applies the debuff Weakened Prey, that exposes players struck for 10 seconds and increases damage taken by The Hunt by 500%.
- She also gains Eye Beam(Tank), for 4 seconds channels Fel Energy to her current target and applies Fel Singed that increases damage taken by Felblade by 15% for 40 seconds (stacks up). Felblade is a charge to the current target dealing Fire damage and an additional dot over 25 seconds.
- Ilyssa gains Sigil of Chains, putting down chains at their current target that activates after 2,5 sec, all players will be pulled to its center and snared, reducing movement speed by 40% for 6 sec.
- Ability interaction
- Assuming they work like normal Demon Hunters, all abilities generating fury to use metamorphosis. If not possible HP based?
- Enroaching Oblivion and Devouring Ire players. Use the Ire to reduce the oblivion.
- IF they all Meta at the same time, possibly using Ilyssa’s Infernal Strike to not get sucked into Adarus’s Collapsing Star?
- Possible tactic
- Raidplan: https://raidplan.io/plan/ss9p47zadcsv3dup
- Depending on Aderus’s Voidstep, tank either in the middle or to the sides. Catch the Devourers’ Ire (tank classes/ tanky/ immune classes(??) or using Reshii Cloak for this) and make sure the Enroaching Oblivion that he left behind is soaked before Consume is done. Needs to be dispelled (magic effect - assumed). So likely sets of people going in to soak a few ticks, move out, get dispelled.
- Either tanks or players collect the fragments coming from Frailty before the next Fracture happens as well as before the Spirit Bomb ability.
- Mythic: Seems to be mostly a tank fight, they have to navigate the Eye Beam and Felblade Debuff from Velaryn as well as Ilyssa’s Fracture, making sure to soak the fragments left behind before she does Spirit Bomb.
- Also don’t panic due to the Soul Tether during Meta on Mythic mode. You don’t want to break this most likely.
Additional notes after PTR testing
- Graphical mechanics
- Tactic
6. Fractillus
6. Fractillus ___________ Start
Abilities
- Nexus Shrapnel, Shrapnel launched at location, dealing 4.9 mil damage to players within 4 yards.
- Crystal Nexus Wall, Crystal wall of void energy, launching Nexus Shrapnel. Grants Refracted Entropy to Fracty. If there’s 6 up he will start an Enraged Tantrum.
- Void-Infused Nexus Wall, infused with void energy, applying Null consumption and launching Shrapnel.
- Null consumption, infuses players with void energy, inflicting damage for 6 seconds.
- Explodes Null Explosion when it expires and deals damage to everyone in 10 yards.
- Entropic Conjunction, Fracti pounds the ground, dealing 7 mil shadow damage and causes Entropic Shockwaves which deal additional damage for 12 seconds to anyone hit. As well as causing Crystal Nexus walls to Erupt from the ground.
- Crystalline Backhand (100 energy), Fracty does a sweeping backhand dealing damage to all players as well as knocking back players who got Crystallized.
- Nether Crystallazation, Fracty transforms players to crystal dealing damage, when it expires the target becomes a proper crystal and roots them in place for 4 seconds (Crystallized).
- Shockwave Slam (Tank), Fracty slams the target, dealing physical damage. Increases damage taken by 500% for 55 seconds and triggers the Entropic Shockwave, which places the Crystal Nexus walls behind the targetted player.
- Crystalline Overcharge (Tank), Fracty is empowered by Refracted Entropy increasing the damage it does by 200% and causes an Enraged Tantrum which deals damage to everyone for 1,2 mins.
Mythic Changes
- Brittle Nexus, a brittle wall of Void Energy which explodes upon impact, launches explosion and applies Crystal Lacerations on all players. Inflicts Shadow damage for 8 seconds and stacks.
Ability interaction
- Crystal Nexus are being destroyed by Crystallized players who get knocked into it with the Crystalline Backhand. You want to utilize this to break the walls in a proper manner. So get knocked to dedicated/ assigned walls.
Possible tactic
- Raidplan: https://raidplan.io/plan/7w38fwuau9w6ajwk
- It seems that only the Crystal Nexus Walls need breaking, as 6 of them cause the boss to enrage. The others can be broken, however they deal extra damage as well when broken. While, if you’re being slapped in the Crystal ones while crystallised it nullifies that effect entirely.
- Unsure if the other wall types are also spawning at that moment, or if they’re already there.
Additional notes after PTR testing
- Boss does not spawn in the middle, but at the edge.
- When Entropic conjunction happens, it spawns all the types of walls, not just the crystallized ones.
- Backhand is just a slap to the back, no tennis shenanigans here.
- Edited raidplan with the right crystals/ wall mechanic.
Graphical mechanics
Tactic
7. Nexus-King Salhadaar
7. Nexus-King Salhadaar (Sally) Start
Abilities
- All phases
- Tyranny(heals), Sally’s presence deals damage to all players every 2 seconds.
- —-------------------------------------------------------------------------------------------------------------
- Royal Voidwing add in p1, p2, intermission 1 and intermission 2.
- Phase 1, Fractal Images, multiple images that mirror attacks.
- Fractal Claw, images swipe close targets, knocking back and doing Cosmic damage
- Phase 1 and 2, Behead, the Voidwing shreds through a player, inflicting damage and dragging the player if caught.
- Cosmic Rip, an abyssal fissure that deals 5.6 million every 1 second to players within.
- Phase 1, Besiege, breathes across the sky inflicting Cosmic damage to any player in the effect.
- Phase 2, Cosmic Maw (Tank), Target essence is devoured, increasing damage taken by Dimension Breathe by 200% for 10 seconds.
- Dimension Breathe(Tank), a beam inflicting damage to anyone in its path, opens up portals from additional directions. Puts Dimension Glare on primary target only.
- Intermission 1, Royal Ward, reduced damage taken by 99%
- Intermission 2, Behead (same as phase 1 and 2).
- The Shadowguard, Intermission 1
- Manaforged Titan, Self Destruct at 100% energy (10 second cast). Fires missiles (10yrd)
- Prince Ky’vor, Nexus Beams, beams in several directions and Nether Blast (kills if not interrupted)
- Prince Xevvos, same abilities as Prince Ky’vor on heroic
- Shadowguard Reaper, Reap, shadowsteps behind a player, dealing direct damage and a dot.
- Healers should look out for people who will get Reaped.
—-------------------------------------------------------------------------------------------------------------
Phase 1
- Decree: Oath-Bound, dealing damage to all players for 6 seconds and grants 3 seconds of Oath-Bound. If you die you will become a King’s Thrall.
- King’s Thrall, mind controlled and dealing 100% damage as well as getting full health.
- Oath-Breaker, deals damage to all players (need to lose all stacks to not get mindcontrolled).
- Subjugation Rule (Tank), executes a combination of strikes to subdue players
- Conquer, smashes current target dealing physical damage and additional Shadow damage split among all players (8yrds) knocking them up. If struck gets rid of a stack of Oath-Bound.
- Vanquish, same as conquer, however does not get rid of Oath-bound and knocks you away instead.
- Banishment, exiles several players, inflicting Shadow damage for 8 seconds, when expiring each target bursts with extra Shadow damage.
- Invoke the Oath, deals raidwide damage and anyone with a stack will get mindcontrolled.
Phase 2 draconic images come down into one
- Coalesce Voidwing(deadly), Fractal images dissolve from view as they turn back into Royal Voidwing, coming from below. Dealing damage and knocking players back.
- Netherbreaker, Sally hurls his mace that bounces off several players, inflicting damage within 5 yards of impact.
- Intermission one: Nexus Descent
- Rally the Shadowguard, adds will come from each side of the loading bay.
- Seal the Force, Sally funnels energy into the Manaforge, dealing Shadow Damage to everyone for 1 second. Will gain Royal Ward, reducing damage taken by 99%.
Intermission Two: Kings Hunger
- Kingshunger, drains energy from the Voidwing increasing damage taken by 100% and inflicting damage to all players for 30 seconds. Then absorbs the health that was remaining as his own.
Phase 3
- Galactic Smash, Sally creates images that smash the targets with galactic force, applying Twilight Scar(Healer) which inflicts Cosmic damage for 8 seconds, take less damage if further away. As well as inflicting Starshattered(Tank) to his primary target, which inflicts physical damage and increases damage taken from Starshattered by 50% for up to 40 seconds.
- Dark Star, at the location of the tank who got Starshattered, tries to pull players to its center for 5 seconds. Players who are within are Atomized, which is deadly as it inflicts damage every 0,5 second and reduces movement speed by 60% heroic (80% Mythic). Causing Twilight Spikes as they are Atomized.
- Twilight Spikes, Ring of stellar spikes coming from below, dealing damage when hit by them, caused by players within the Dark star as it collapses.
- Starkiller Swing, Sally’s images will swing and erupt missiles at their targets, dealing damage to those in their path as well as applying Twilight Scar, the primary target will also gain Starshattered. Every missile detonates in a Starkiller Nova unless the Dark Star consumes them. If not the Nova will black then sky and dealing Cosmic damage to all players.
- World in Twilight, spikes come in from all sides and engulf the arena.
Mythic Changes
- Royal Voidwing
- Phase 2 Dimension Breathe, Galactic beam, dealing damage to those within. Several portals open up causing multiple directions to appear. If hit you will get Dimension Glare, causing the target to unravel after 2 seconds causing Cosmic damage proportional to the damage taken.
- Prince Ky’vor, Twilight Barrier, shields 50% maximum health.
- Prince Xevvos, Same as the other prince
- Shadowguard Reaper, Twilight Massacre, aims at a player dashes through them, inflicting damage to everyone in its path. Inflicts damage to the Twilight Barriers if struck.
- Vengeful Oath, your broken oath comes back as an ethereal spirit that darts into players, you have to face it so it DOES NOT return a stack of Oath-Bound.
- Dark Orbit, the Dark Star will move around the arena
- Stars Collide, if colliding with another Dark Star, deals cosmic damage every 0.5 seconds.
- Nexus Collapse, if a Dark Star consumes a Starkiller Nova in rapid succession will destroy it and erupt shrapnel damage to all players.
Ability interaction
- Oath-Breaker and Conquer soaking, getting rid of the stack, but can only soak once every 20 seconds.
- Starkiller Swing targets need to make sure the missiles are being consumed by the Dark Star(s).
- Mythic, all stacks likely turn into an ethereal. So three pals to face.
- Dimension Breathe deals a debuff (Dimension Glare) on Mythic that causes extra damage depending on how much damage was taken in the breathe.
- Twilight Massacre, needs to be used to break Twilight Barriers on the princes.
- Dark Star and Starkiller Nova, the Nova is used to break Dark Stars. Needs to be done in rapid succession for it to break, otherwise it will change direction.
Possible tactic
- I assume to cleave the bird when in range so the burn phase in intermission 2 will be easier/ closer to having it die and not giving health back to the boss. I don’t see that the bird is shielded except for intermission 1.
- Phase 1, don’t get mindcontrolled. Make sure to drop your decree stacks before the boss does Invoke the Oath. Unsure how much time you have, but Conquor(knock up) gets rid off 1 stack, this seems to be the only ability that does.
- Other than that, dodge birds Behead/Cosmic Rip grabbing players caught and Besiege breath.
- On Mythic the broken oaths cause ethereals to spawn which you have to face until gone, else you get your stacks back. Unsure if you have to face just your own as they dart to players or anyone’s ethereal (seems more likely).
Phase 2, don’t get hit by the Voidwings images coming from below. Be spread out for the Netherbreaker so it doesn’t deal extra damage (5 yards) to you. And don’t get hit by the birds.
- On Mythic, in both phase 1 and 2 don’t get hit by the Dimension Breath as it applies a debuff to anyone hit besides just the tank.
- Intermission 1, deal with the ads. Burn down the Manaforged Titan and the Reaper and make sure to interrupt the princess Netherblasts. As well as dodging the bird that is still flying around (shielded so don’t bother DPSing it). I assume the boss also has a shield, either him or the forge.
- On Mythic, On Mythic you use the Reaper to get rid of the Twilight Barrier both princes have. Then Nuke down the Reaper (UNLESS they reapply the barrier at some point). I assume they made it anti spell stealable/ purge/ dispellable. In that case bring Reaper down in health but keep him alive. Might only be able to break one barrier at a time. Depending on how the pathing works.
- Intermission 2, Burn down the Voidwing Asap (During Kings Hunger) and ignore the boss (99% reduced damage anyway). The least amount of health left on the Voidwing before end of cast, the better.
- Depending on the birds and bosses health either Bloodlust here or Intermission 1 or Phase 3 I think.
- Probably better for phase 3 as there’s a soft enrage with the Dark Stars as well as the World in Twilight.
- Phase 3, Galactic Smash creates Dark Stars, while Starkiller Swings creates missiles destroying the Dark Stars (in mythic needs to be in rapid succession). It would make sense to be positioned having a Dark Star in between said player and boss. Or have them on the pathing of the Dark Stars.
- Dropping the Novas in the way off the stars. Depending on how they are done mechanic wise (shooting or leaving puddles on the floor etc).
- Too many pictures, just go to the Raidplan: https://raidplan.io/plan/rxk7aeu9jaurz4fb
Tank movement last phase possible.
Additional notes after PTR testing
- Courtesy of Blaez (RLE Discord).
Graphical mechanics
Tactic
8. Dimensius, the All-Devouring
8. Dimensius, the All-Devouring Start
Abilities
- (this is a long fight, with many abilities/ stages. I will try to keep it as short as I can. I will focus on the mythic version mostly but will do my best to make a workable possible tactic for heroic too)
- Shared Abilities (eg in different phases)
- Oblivion (all phases but Stage 2), Dimensius will devour any player who enters his body. Killing them horribly/ instantly.
- Devour (P1, P3), at 100% energy increases his density, pulling people in as well as Excess Mass and Living Mass in Phase 1, and in Phase 3 he pulls in players, Voidstars, Black Holes and the Accretion Disk. Will go in depth per phase since they’re slightly different, especially on mythic.
- Cosmic Radiation (P1, P3) inflicts Cosmic Damage to all players every 2 seconds.
- Tank/ Raid: Fists of the Voidlord(P1, P3), Dimensius melee attack disrupts the fabric of space, forcing his target in melee range and inflicting damage to those within 15 yards. The force of the impact knocks players away that are within 15 yards.
Stage 1: Critical Mass
- Tank/ Raid: Massive Smash, Dimensius smashes his current target, inflicting Physical damage and Cosmic damage to players within 20 yrds. Applies Mortal Fragility, which increases Physical damage taken by 100% and stacks. It also ripples outward knocking players away from impact location and scatters Living Mass, whenever they die they have to all die within 8 seconds due to infinite possibilities which will restore all of them if one still alive. If they're all dead it will be one possibility: Death.
- Excess Mass, when dead they drop Excess Mass, which can be picked up by players. If 2 players with the Excess Mass are within 3 yards, they create a Collective Gravity zone, which is 6 yards and reduces movement by 30% and grants a stack of Collective Gravity to players who are also holding Excess Mass. (I misread this, it’s gravity equal to players holding Excess Mass.)
- Devour, At 100% Energy Dimensius will try to devour all players who have insufficient Collective Gravity, he also absorbs the Excess Mass and Living Mass. Lasts for 5 seconds and every cast of Devour will increase the amount needed of Collective Gravity to be able to survive due to his Growing Hunger.
- Dark Matter, Dimensius sweeps his hand over all players and blasts them with dark matter, dealing shadow damage to those 4 yards within range. Leaves a pool of Dark Energy at each location, which will deal to those standing in it as well as increase their damage by 200% and movement reduced by 50%.
- Shattered Space, Dimensius reaches down with both hands dealing big Cosmic damage to players within 10 yards of each hand and smaller Cosmic damage to all others. This attack creates Antimatter, which form at the Shattered Space location and stay stable for 10 seconds and deals damage to all players within 10 yards every 0.5 seconds. Reducing damage by that amount for the final reaction 10 seconds later.
- Reverse Gravity, Random players get targeted and will have their gravity reversed after 5 seconds. Anyone in 6 yards ranged will take damage and also be send Airborne, when already affected by airborne you will be yeeted into Dimensius and die right away. Players with the Excess Mass can stand under Airborne players and pull them back down until they reach solid ground.
- MYTHIC- Anomalous Force, Airborne requires players that have the amount of Excess Mass equal or greater than Dimension current Anomalous Force. The effect is reset when Dimensius casts Devour.
Intermission: Event Horizon
- Xal’atath, uses Soaring Reshii and puts down Umbral Gates. The Reshii makes us able to mount up, the Umbral Gates are waygates that refreshes the duration of the Soaring Reshii as well as a burst of speed and restoring one vigor when flying through.
- Endless Darkness, kills you when you don’t have Soaring Reshii.
- Broken World, avoidable fragments of worlds dealing damage and knocking you off your mount.
- Astrophysical Jet, avoidable beams don’t get too close and don’t try to fly through its center.
- Black Hole, when a star dies leaves a black hole turning you into spaghetti.
- Stellar Core, energy balls that can be collected and launch a Shooting Star to the closest Voidlord when they land. Deals 7% damage of their maximum health. Possible source for Black Hole(?).
Stage 2: The Dark Heart
- Extinction, fragments of broken worlds hurled at players, dealing damage to those caught in their path, stuns you for 4 seconds.
- Gamma Burst, beam that deals damage and deals damage every 1nd you’re in and pushes you away for 4 seconds.
- MYTHIC- Gravitational Distortion, Dimensius will either apply Crushing Gravity or Inverse Gravity to all players.
- Crushing Gravity pushes down the gravity around the target inflicting damage and Crushed to those 2 yards in range, which stuns you and deals damage every 1 second for 6 seconds.
- Inverse Gravity, after 5 seconds gravity pushes outwards the target and knocks away players within 6 yards, unless they have Crushing Gravity, it will remove that instead. (might need stacking in the inverse with crushed debuff).
- The Devoured Lords (Adds). Both will start casting Eclipse which seals worldsoul fragments within a veil that's not penetrable. If completed it cannot be accessed. If the voidlord reaches 100% it will complete instantly.
Shared Abilities:
- Conquerors Cross(adds)
- Voidwarden, knocks back players who enter their Voidwarding area, dealing damage plus an additional amount of shadowdamage every 2 seconds for 30 seconds. Upon death will heal other Voidwardens as well as granting them 99% reduced damage through Entropic Unity. This has an 8 yard range.
- Nullbinder, weaves a pattern binding all players that will stack, dealing shadow damage and additional shadow damage for 20 seconds. While also reducing movement speed by 30%. If they don’t die within 18 seconds they become Boundless making them immune to CC.
- Touch of Oblivion(tank), every successful melee attack applies Touch of Oblivion dealing Shadow damage for 14 seconds every 2 seconds. This effect stacks and after 10 stacks you will be eaten by Dimensius.
- Arthosion, Mass Destruction, ejects mass at random players after 5 seconds, dealing damage as well as knocking them back and leaving Debris Field which deals damage and slows you down.
- Pargoth, Starshard Nova, releases starbursts dealing damage to players in 12 yards. Also leaves a Debris Field (Dealing dmg and slows you). The Starshards will detonate on their own after 12 seconds or in contact with a player, this effect will stack. No range on this.
Stage 3: Singularity
- Destabilized, 100% extra damage taken after an attack by Xal, until he recovers.
- Accretion Disk, parts of Dimensius moving at the edge of the platform dealing damage and a knockback when coming in contact.
- Extinguishing the Stars, 8 voidstars summoned around him for 10 seconds, each one dealing 5mil damage and an additional 14 if within 5 yards of impact. After orbiting they create a Gravity Well that deals damage every 1 seconds to players within 4 yards and reduces movement speed. Players within the Gravity Well CANNOT be devoured. Mythic: if more than 6 players use the well(Stellar Overload) it will turn into a Black Hole and turn you into spaghetti.
- Devour, At 100% energy will pull in players, Voidstars, Black Holes and the Accretion Disks. Anyone not in a Gravity Well will be pulled in. After the Devour cast is done, Dimensius casts Supernova (7 seconds cast), instantly killing any Voidstar that has players in their Gravity Well.
- Distance reduces damage taken and a Black Hole appears.
- Darkened Sky, Celestial objects will collide one after another. Each impact deals damage if within 12 yards and triggers a ShadowQuake, which is a shockwave of dark energy radiating outwards from impact dealing damage on contact and increases damage taken by other Shadowquakes for 400% for 3 seconds and stacks up.
- Cosmic Collapse(Tank), Dimensius collapses space in an attempt to crush his target, dealing physical damage to players within 12 yards and applies Cosmic Fragility which increases its damage by 150% and stacks. Players that are within 20 yards will be pulled to its impact location.
- MYTHIC- Gravitational Distortion, Dimensius will either apply Crushing Gravity or Inverse Gravity to all players.
- Crushing Gravity pushes down the gravity around the target inflicting damage and Crushed to those 2 yards in range, which stuns you and deals damage every 1 second for 6 seconds.
- Inverse Gravity, after 5 seconds gravity pushes outwards the target and knocks away players within 6 yards, unless they have Crushing Gravity, it will remove that instead. (might need stacking in the inverse and gravity running in)
- The Devoured Lords (Adds) will cast Eclipse to seal worldsoul fragments.
Mythic Changes
- I will just include these in the Phases as it’s just too much hassle since it’s a whole ass bookwork on this boss already. Will try to double check when something is Mythic only.
Ability interaction
- Phase 1: Collective Gravity // Growing Hunger; Excess Mass // Collective Gravity // Reverse Gravity ((Airborne)).
- Phase 2 Inverse Gravity >>> Crushing Gravity (only inverse to crushing, not the other way)
- Phase 3 Gravity Well >< Devour. Gravity Well protects against Devour, but as soon as Devour is over get out of the Gravity Well as the boss will turn the Voidstars into a Black Hole = Death. Also its very important to not have more than 6 players per well as they will insta explode. I assume this will be like a soft enrage, running out of gravity zones eventually due to their deaths (moving out just before Devour finishes can be risky (gw/ tp angle maybe), the explosion of the star takes 7 seconds or accidentally exploding them).
- We also deal with Inverse Gravity again, make sure to inverse crushing (don’t go crushing inverse though). (there’s two different yards for these, you might have to stack inside the inverse depending on their divide)
Possible tactic
- Phase 1 Raidplan phase 1: https://raidplan.io/plan/rdqst484e5w9x8cb
- Since the arena fills up with Dark Energy after every Dark Matter smash it depends on how often they come. Either you start and stay as one big group. Or you split up into 2 groups and meet in the middle. This is also dependent on the amount of Living Masses that will be around. If they spawn around the room or just around the Massive Smashes. The raidplan has 2 more maps called Entropy/ Conquest, which makes me believe splitting the raid for the 2 mini bosses might be the call, but again this is pure speculation on my end.
- Boss likely has enough Living Mass for everyone to grab an Excess Mass, just need to make sure the Living masses die at the same time so they will be properly dead. Either this happens with Massive Smash(active tank), or that causes them to spawn I am not 100% sure about (it scatters them). Create a field and get stacks more than Growing Hunger stacks so you won’t get sucked in.
- Excess Mass can also pull down players who are affected by Reverse Gravity and are being sent Airborne. On Mythic it requires an amount of players that are equal or greater than his Anomalous Force.
- Dark Matter sweeps his hand over all players, sounds like this can be baited, since it will be leaving Dark Energy puddles behind dealing damage and slowing you down, designated spots for baits are likely needed.
- Antimatter, This deals 1.1 million damage per 0.5 seconds for 10 seconds and reduces the damage for the final reaction by that amount. E.g you want to assign people to semi soak this so it won’t kill the raid. It deals 78,7 million to everyone after 10 seconds.
- Raidplan is too big to share all as pictures, just check the per phase for now.
Intermission
- Fly through Umbral Gates and Stellar Cores. To refresh your buff and to nuke mini voidlords. Avoid all the other shit in the sky. Including Dimensius!
Phase 2
- Raidplan phase 2: https://raidplan.io/plan/7e435egpqffswpvu
- Mythic: During this phase players get either Inverse Gravity or Crushing Gravity. Those with Inverse run over the Crushing to remove it. Avoid those with the same Gravity otherwise.
- Dealing with ads. Make sure when you kill the Voidwardens no other is in range (8 yards), Offspecs be ready to taunt them out? You can bring them low and then kill them off one by one as long as they’re not in range of the others as it heals them and gives them a 99% reduced damage shield.
- The Nullbinders slows down your speed and becomes immune to crowdcontrol after 18 seconds. Feel the Voidwardens are adds that need ranged to take care of them due to the knock and the Nullbinders being melee adds to take care off.
- The Voidlords will both leave a Debris Field on their abilities. Avoid the Mass Destruction on Arthosion’s platform. Avoid the Starshard Nova on Pargot’s platform, but do soak the Starshards. Will deal 2.8mil per second for 3 seconds (8.4 total). You got 12 seconds before they all detonate and deal damage and stack. If I read wowhead correctly the value is 10 of these. Both will seal of Azeroth pieces if not killed in time, likely used by Xal? Maybe Charges or so?
Phase 3
- Raidplan phase 3: https://raidplan.io/plan/a4zuvh6gj4djp99f
- During this phase Xal’atath will attack Dimensius with Destabilized causing him to take 100% increased damage. Bloodlust angle or save cooldown angle (depending on how often it happens).
- Avoid Accretion Disks and Voidstars (8) when they are being summoned/ come down. When the VoidStars come down they are dropping a Gravity Well or it will be around them like a little mini pull. Stand in those before Devour comes out, but make sure to be out of them once Devour ends so not to get turned into spaghetti. After 7 seconds (after Devour cast) the stars that were used will turn into a Black Hole. Everything will be pulled in otherwise, players, Darkstars, Black Holes and the Accretion Disks. This will probably be a (soft) enrage as the Darkstars will likely turn anyway unless you can time it perfectly, and get sucked in afterwards. Leaving less and less gravity zones for players to stand in.
- During the fight Darkened Sky will happen causing an earthquake (ShadowQuake) due to objects colliding with each other, just dodge earthquakes if possible or at least don’t get hit a 2nd time due to the 400% increased damage for 3 seconds.
- When tank hit happens (Cosmic Collapse), make sure to be further than 15 yards away so you don’t get the tank debuff. Even after getting pulled in just keep 15 yards distance. Also due to the other tank mechanic Fists of the Voidlord that will knock you away if you’re within 15 yards. It will be push and pull regardless as the range on the collapse is up to 20 yards.
- Mythic: During this phase the gravity changes again like in Phase 2, so make sure to go to Crushing Gravity players if you have Inverse Gravity on you, NOT THE OTHER WAY AROUND! (there’s two different yards for these, you might have to stack inside the inverse depending on their divide).
Additional notes
- No ptr testing. Unsure how the voidwardens and nullwardens work. Others suggested it might be a line of the Voidwardens to limit movement. But able to kill at least one. To move through.
- What if we are supposed to use a Nullwarden on one of the Voidwardens to slow it down and then kill it while the rest of the row continues to move instead. This way we can make the distance as well without needing to kill a voidwarden?
Graphical mechanics
- N/A
Tactic
- Sorry you have to deal with the “Possible tactic”, that might be completely wrong.
Additional references
- Raidplan: https://raidplan.io/plan/rdqst484e5w9x8cb
- Raidplan: https://raidplan.io/plan/7e435egpqffswpvu
- Raidplan: https://raidplan.io/plan/a4zuvh6gj4djp99f
- Raidplan: https://raidplan.io/plan/9554z5wacwdqk29
- https://www.warcraftlogs.com/zone/reports?zone=44
- https://docs.google.com/spreadsheets/d/1fV9iS-nTmIQyepsj6NolI0iAzA793_ZJd-nknEhFZm0/edit?gid=0#gid=0 (courtesy of Cuore RLE discord)
Additional notes after PTR testing (closing notes)
- This document is a rough first draft and may not reflect final boss mechanics.
- Feedback welcome on Discord to Ayarea.
If you have feedback / comments, feel free to send them to Ayarea on Discord. I will edit as best as I can with updates/ testing etc!
Screenshots and references
- Screenshots source: Towelliee (https://www.twitch.tv/towelliee/video/2498170639)
- Additional raidplan visuals available at raidplan.io links above.
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