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[Wod] Highmaul (HM) Normal (N), Heroic (HC) & Mythic (MY) Guide

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Kargath Bladefist Strategy Guide


Kargath Bladefist is a fairly straightforward fight that requires moderate coordination. Throughout the encounter, Kargath will use the Chain Hurl ability to pick up the five nearest players and fling them into the stands of the Coliseum where they can engage the enemies in the audience.

Before beginning the encounter, the raid should decide which players are best suited to performing this task - one tank, one healer, and three DPS - and those players must then ensure that they are closer to Kargath than any other players after the knockback that occurs at the start of the Chain Hurl mechanic. Once in the stands, these players should focus on killing the Iron Bombers and Drunken Bileslingers, as these enemies will otherwise throw Iron Bomb and Mauling Brew at players in the Coliseum, causing unpredictable raid damage.


Kite Berserker Rush to Flame Pillars
The most dangerous mechanic in the encounter is Berserker Rush.

Kargath will target a random ranged DPS or healer and fixate on them, chasing them for 20 seconds and slashing his weapons wildly in front of him.
Players in the path of the Berserker Rush, including the fixate target, will take very heavy damage and are likely to die.
Kargath gains both a damage-dealt buff and a movement speed buff every 2 seconds that his Berserker Rush continues.

Berserker Rush can only be stopped by the target's death or by kiting Kargath through an active Flame Pillar that is spewing Flame Jet.

Although there are four Flame Pillars, their locations marked by skulls on the ground as you enter the Coliseum, only two will be active at any one time.
Ranged DPS and healers must all be aware of the location of the most recently spawned Flame Pillar and have a plan to kite Kargath to it in case they are targeted, and melee must be ready to move out of the path of the Berserker Rush until Kargath's direction is determined. Note that moving Kargath to a Flame Pillar causes it to despawn, whether he is currently using Berserker Rush or not, so it is important for tanks to keep Kargath in the center of his platform far away from the Pillars to avoid despawning them and complicating the Berserker Rush kiting plan.
Note that if a player is standing too near a Flame Pillar when it activates, they will be knocked back and take heavy damage, and after the pillar is activated, the Flame Jet will deal heavy damage, so players should stay clear of the active Flame Pillar until it is time to kite.

Players must not use threat-dropping abilities such as Greater Invisibility or Feign Death when targeted by Berserker Rush. Doing so will cause Kargath to re-target, and probably turn around, killing any melee DPS who are chasing after him.

There are also four tiger pits located around the perimeter of the Coliseum, and if players fall into these pits they are instantly killed by Ravenous Bloodmaw tigers. This is likely to occur while kiting Kargath for Berserker Rush, or when players are knocked back at the start of Chain Hurl, or if players are knocked back by a Flame Pillar when it activates. Players should note the location of these tiger pits and position themselves such that knockbacks will not propel them in the direction of a tiger pit.

Tanks must manage a heavily damaging attack, Impale, which occurs every 45 seconds and leaves behind a 75-second debuff, Open Wounds, that increases the damage of subsequent Impale attacks.


Tank Responsibilities

Hold Kargath in the center of the room to avoid any possibility of accidentally deactivating the Flame Pillars early
Use a powerful damage-reduction cooldown for Impale, especially if you have existing stacks of Open Wounds
A simple way to handle the Impale/ Chain Hurl mechanics is to have the tank with the shortest Open Wounds duration enter the Chain Hurl
After returning from the Chain Hurl/stands, the now un-debuffed tank should taunt Kargath in preparation for the next Impale
Move out of the path of Berserker Rush.


Damage-Dealer Responsibilities

Use Bloodlust/ Heroism/ Time Warp at the beginning of the encounter
If you are assigned to the Chain Hurl team, move in close to Kargath after the knockback
If you are NOT assigned to the Chain Hurl team, stay away from Kargath until Chain Hurl has chosen targets
Move away from active Flame Pillars to avoid taking unnecessary damage
If targeted by Berserker Rush, kite Kargath so that he moves through Flame Jet
Avoid the tiger pits when kiting, and position yourself so a knock-back effect won't drop you into a tiger pit
Move out of the path of Berserker Rush
Move away from the Mauling Brew indicator
Use a personal damage-reduction CD if afflicted by Iron Bomb
Ranged DPS should stay spread out to avoid splash damage from Blade Dance
Melee DPS can follow Kargath during Berserker Rush but must take care to stay behind and be alert for sudden changes of direction


Healer Responsibilities
Tank damage is heavy, particularly if taking a second Impale while affected by Open Wounds; consider using tank CDs at this time
Raid damage is random and spiky, but a skilled raid will be spread out to avoid splash damage so very few targets are injured at any one time
Spread healing AoE abilities or strong single-target healing spells are useful
Players who stand in the path of Kargath's Berserker Rush will take very heavy to fatal damage
Keep track of which Flame Pillars have recently spawned to ensure that, if you are chosen for Berserker Rush, you will kite Kargath to an active pillar
Move out of the path of Berserker Rush
If you are assigned to the Chain Hurl team, move in close to Kargath after the knockback
If you are NOT assigned to the Chain Hurl team, stay away from Kargath until Chain Hurl has chosen targets
Move away from the Mauling Brew indicator to avoid taking heavy damage
Use a personal damage-reduction CD if afflicted by Iron Bomb
Stay spread out to avoid splash damage from Blade Dance


Chain Hurl Team Responsibilities
The Chain Hurl Team should consist of:

Chain Hurl chooses the five nearest players

One tank, whichever has the lowest remaining duration on Open Wounds
One healer, ideally with a tank CD to use when Bileslingers stun the tank
Three DPS, ideally with strong AoE

To perform this role, players should:

Be the closest players to Kargath after the knock-back occurs
Pull as many enemies as the tank/healer can handle
Use AoE stuns and other AoE CC abilities to prevent as much damage from the enemies as possible
Focus on killing Drunken Bileslingers and Iron Bombers quickly
Iron Bombers will explode when they die, dealing Fire Bomb damage to any nearby players; avoid this by moving away
Drunken Bileslingers will stun players in front of them (typically the tank) with Vile Breath
Iron Grunts will slow players with Grapple
Kill as many enemies as possible before the Highmaul Sweeper knocks you out of the stands
Healers will experience heavy tank damage, and moderate party damage when Iron Bombers die or throw Fire Bomb


When to Use Bloodlust/ Heroism/ Time Warp

LFR/Normal/Heroic: Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required.
Mythic: Use Bloodlust/ Heroism/ Time Warp to capitalize on a high Roar of the Crowd damage buff.


Looking For Raid Difficulty

Tiger Pits are closed in LFR
In Looking For Raid, the Chain Hurl ability automatically chooses the tank with the highest number of stacks of Open Wounds, a randomly-chosen healer, and three randomly-chosen DPS. This ensures that a balanced group of players will be sent up to the stands each time.

Understanding the mechanics of the enemies in the stands is beneficial but not necessary since these enemies do little damage on LFR difficulty; players should focus on killing as many of the enemies as possible, without dying.

Kargath can be tanked in, or very near, an active Flame Pillar, so that Berserker Rush ends instantly.

Additionally, in LFR difficulty the tiger pits are not open, so players cannot fall into them and be instantly killed. This removes a lot of the positioning challenge for the encounter.


Video Link => Kargath, Bladefist

Mythic Difficulty

Mythic difficulty introduces three new mechanics.

Roar of the Crowd
The most important new mechanic is Roar of the Crowd, an alternate energy bar on each players' screen that tracks the amount of Favor their raid has gained with the audience. When the raid reaches certain 'breakpoints' of Favor, players deal additional damage:

0-24 Favor: No additional damage dealt
25-49 Favor: Crowd Favorite; 25% additional damage dealt
50-74 Favor: Crowd Favorite; 50% additional damage dealt
75-99 Favor: Crowd Favorite; 75% additional damage dealt
100 Favor: Crowd Favorite; 100% additional damage dealt

Defeating this encounter in Mythic difficulty is made easier by gaining and maintaining high Favor in order to beat Kargath's enrage. The best way to do this is to simply handle the stands well, by sending strong AoE DPS up with each Chain Hurl. Killing Iron Grunts in the audience generates Favor, and quickly killing Bileslingers or Bombers is helpful too, since they have a Heckle ability that reduces your raid's Favor.

Another way to generate Favor is to kite Kargath as long as possible during his Berserker Rush ability. This is a less important method since performing well in the stands will generate enough Favor to defeat the encounter for most groups.

Careful positioning and planning can go a long way toward encouraging a lengthy Kargath kite, and using movement speed boosts or teleport abilities such as Blink, Dash, Disengage, etc., will assist.
Players could also coordinate external sources of speed boosts such as Tiger's Lust, Angelic Feathers, or even Leap of Faith (without the Glyph of Restored Faith!) to extend the kite.
Immunity abilities or very heavy damage-reduction abilities such as Ice Block or Dispersion are useful for the final portion of Berserker Rush where players are no longer able to outrun Kargath; being able to survive a few hits of his Berserker Rush before kiting him into the fire can provide a lot of additional Favor. Paladins with Clemency are very valuable for this purpose since Hand of Protection lasts a very long time and can allow a full 20-second kite very easily.

Note that if the player focused by Berserker Rush dies, the raid loses all of the Roar of the Crowd generated by that kite (and perhaps more), so this must be avoided. Also remember that threat-dropping abilities such as Greater Invisibility, Feign Death, and taking a Demonic Gateway, can cause Kargath to retarget his Berserker Rush and may result in accidental player deaths and the loss of Favor.

Major raid DPS boosts like Bloodlust/ Heroism/ Time Warp should be saved for a time when Roar of the Crowd is giving a high damage buff.
Ravenous Bloodmaw

Kite Ravenous Bloodmaw through Flame Jets for more Favor
On Mythic difficulty, the Ravenous Bloodmaw tigers in the tiger pits emerge and will continually fixate players.

This fixate can also be broken by kiting the tigers through the Flame Jet, which disorients the tigers for several seconds and also provides Favor from Roar of the Crowd.
The tiger chooses his next target immediately upon entering the Flame Jet, and that player is debuffed with On the Hunt.
Attentive players can position themselves to naturally draw the tiger into the next Flame Jet without too much movement, allowing maximal DPS and Roar of the Crowd accumulation. Ranged players should multi-DoT the tigers with the aim to kill the currently active tiger just as the next tiger emerges from its pit, so that there are not too many players managing kiting tasks at any one time.

Flame Pillars
Additionally, Flame Pillars gain the Flame Gout ability, spitting flames at random players. This can be avoided if players move out of the targeting indicator quickly, but otherwise deals moderate fire damage to random targets. This, combined with Blade Dance and Iron Bombs, can occasionally result in deaths if players are not kept near full health.


Video Link => Kargath,Bladefist

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The Butcher Tips & Strategy

Cleave http://www.directupload.net/file/d/4136/6m7e4ij3_jpg.htm
The Butcher encounter is a simple DPS check with little movement, but requires a lot of coordination. The trickiest mechanic is the Cleave/ Gushing Wounds interaction.

Every few seconds, The Butcher will detect the largest clump of players within melee range and cast Cleave on them, applying a stack of Gushing Wounds, a moderate bleed that lasts for fifteen seconds or until refreshed.

The raid must designate teams of several players to soak the Cleave, since if any player reaches 5 stacks of Gushing Wounds they will instantly die (10 on Looking For Raid difficulty, 4 on Mythic difficulty). Because Cleave damage is split amongst all the players in the clump, but the Gushing Wounds effect is a flat amount of damage per player and can get overwhelming with too many targets, three to four players is ideal for triggering the Cleave effect.

The best strategy is to assign two groups of at least two players each to stand in melee range - one at the right leg, one at the left - and to have a ranged player step in and trigger a group when it is that group's designated time to soak Cleave. This ensures that the tanks will never be targeted by Cleave, while also moderating the amount of Gushing Wounds damage healers must heal through.
The "trigger" player should stand in their melee pile long enough to draw three Cleaves in a row, reaching 3 stacks of Gushing Wounds, and then move out; the other group's "trigger" player should then step in in order to start triggering Cleave on the other group of players.
This cycle of 3 Cleaves per group is repeated for the entire encounter.

Approximately every minute, The Butcher will knock all players back and then prepare to use Bounding Cleave on the largest remaining clump of players.

This attack also leaves a stack of Gushing Wounds.
A clump of two or three players is enough to bait the Bounding Cleave without dying to its damage; ranged DPS or healers who are not assigned to triggering Cleave in the melee stacks should be tasked with stacking up in a designated location for Bounding Cleave.


The Tenderizer deals heavy damage
Tanks must stack together to split Heavy Handed damage with one another, and must manage stacks of The Tenderizer and The Cleaver.

When The Butcher reaches 30% health, he enters a Frenzy.

He attacks more frequently - including using Cleave and Bounding Cleave more frequently - and deals increased damage.
This is the most dangerous part of the encounter, and players should use their strongest personal and raid-wide cooldowns (damage, damage reduction, and healing) to survive and shorten this segment of the fight as much as possible.

If you are having trouble with the Cleave damage under 30% health, consider switching to 3 groups taking 2 stacks of Gushing Wounds each. While this is slightly more demanding on positioning, it can reduce the burden on healers and the chance of player death.


Tank Responsibilities
Tanks must stand together to split the Heavy Handed damage
Tanks should swap at 3 or 4 stacks of The Cleaver/ The Tenderizer
Use powerful survival cooldowns to survive The Tenderizer when you have several stacks, particularly after The Butcher's Frenzy
Attempt to minimise The Cleaver stacks by using avoidance abilities
Position The Butcher quickly after each Bounding Cleave, to avoid Meat Hook, and so that your Cleave-soaking groups can get into place and prevent The Butcher from using Cleave on tanks


Damage-Dealer Responsibilities http://www.directupload.net/file/d/4136/9253iqvi_jpg.htm
Players assigned to soak Cleave must stay tightly grouped with their party and monitor their debuffs closely
Use a damage-reduction cooldown for the third application of Gushing Wounds
Players assigned to trigger Cleave must move quickly into their group when the other group reaches 3 stacks of Gushing Wounds, and must move out quickly upon reaching 3 stacks of Gushing Wounds themselves
Players not assigned to the Cleave groups must quickly stack after the knock-back ability, to bait the Bounding Cleave
Save Bloodlust/ Heroism/ Time Warp for the Frenzy phase when The Butcher reaches 30% health, as this is the most challenging part of the encounter.


Healer Responsibilities
Tanks take very heavy damage, especially as their stacks of The Cleaver and The Tenderizer build up
Use tank CDs for The Tenderizer on tanks with 2+ stacks of The Tenderizer debuff during The Butcher's Frenzy phase
Players soaking Cleave must be topped up between each Cleave attack to prevent deaths
Once players are no longer soaking Cleave, use HoTs and other passive effects to heal players with Gushing Wounds, and focus on healing up the new Cleave team
Use healing cooldowns to manage tank and Cleave-soaker damage
Quickly stack after the knock-back ability to bait the Bounding Cleave


When to Use Bloodlust/ Heroism/ Time Warp
Save Bloodlust/ Heroism/ Time Warp for the Frenzy after The Butcher reaches 30% health, as this is the most dangerous part of the fight.



Looking For Raid Difficulty
On Looking For Raid difficulty, players may reach up to 9 stacks of Gushing Wounds before they will die instantly.

It is almost impossible to exceed 8 stacks of Gushing Wounds until The Butcher reaches 30% health and enters a Frenzy, and begins to attack more quickly.
It is still best for the raid to assign two equally-sized groups for Cleave soaking, but there is no need for additional players to step in and out to trigger the Cleave - The Butcher will choose randomly between the two groups and it is extremely unlikely that any one group will exceed 9 stacks of Gushing Wounds.
Two groups of four or five players each should be sufficient to split the damage and still allow Gushing Wounds to be healable.

Players with Gushing Wounds should still be careful to avoid standing with the ranged group after The Butcher knocks them back, since that is the only way for a player to exceed 9 stacks of Gushing Wounds in the two-group strategy.


Video link =>The Butcher


Mythic Difficulty
http://www.directupload.net/file/d/4136/tzp52pgc_jpg.htm
Night-Touched Cadaver
On Mythic Difficulty, Cleave deals more damage and players can take one fewer stack of Gushing Wounds before instantly dying.

This necessitates a tighter rotation involving more players in each soak group. Ideally the raid will have two groups to soak Cleave, consisting of 4-5 permanent members and one "triggering" member.
The soak groups should take 2 stacks of Gushing Wounds before The Butcher gains Frenzy, and 3 stacks thereafter.
Healers must focus on ensuring the group that is soaking the next Cleave is at or near full health, and on ensuring tanks stay alive, and provide minimal healing to players at range.
Raid CDs are useful for the final Frenzy phase. Damage reduction CDs should be used so that they cover the third Cleave that each group must soak.
All players not assigned to tank or to soak Cleave should assist in splitting the Bounding Cleave damage.


Paleobomb leaves behind Pale Vitriol
Mythic difficulty also introduces a new mechanic: the Night-Twisted Cadavers.

These adds spawn from the opposite side of the room to the Butcher's current location, and will move slowly toward him.
The Cadavers cast Paleobomb upon reaching the Butcher or when intercepted by any player.
The explosion leaves behind a pool of Pale Vitriol, which will deal heavy periodic damage to players standing within it, and causes them to take additional damage from Cleave.
For the first minute of the encounter, there is only one stream of Cadavers, but each Bounding Cleave adds another stream of Cadavers.

There is a position on a small sand deposit on the edge of the watery portion of the Butcher's encounter area where careful boss positioning will allow the raid to ignore all Night-Touched Cadavers; they simply run into the Butcher's side and detonate harmlessly. The Cleave-soaking groups must be very aware of the size of the Cadaver's Paleobomb/ Pale Vitriol effects to ensure they are not stricken by them; any deaths amongst the Cleave-soakers almost certainly results in a wipe. Raids using this strategy typically pull Butcher into the edge of the water initially and have sturdy ranged DPS soak the first few Cadavers, then use the first Bounding Cleave mechanic to move Butcher closer to the intended tanking position before moving him there.

Note that tanks may need to move forward slightly after each Bounding Cleave to avoid being pulled forward into a puddle of Pale Vitriol by the Butcher's Meat Hook ability!


Video link =>The Butcher

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Brackenspore Tips and Strategy


Healers have a special task in this encounter; they must manage the health of beneficial mushrooms to activate effects that will greatly assist the raid in defeating Brackenspore.
Two DPS players must also take on a special task of controlling the spread of Creeping Moss by using the Blackfuse Company 9000 Flamethrowers to remove Moss as it encroaches upon the raid.
While managing all of these extra tasks and killing adds, the raid must make slow but steady progress on killing Brackenspore himself.

When there are multiple adds alive, players should focus on killing the Fungal Flesh-Eaters, who deal heavy tank damage, cast a dangerous Decay ability that must always be interrupted, and steadily grow more powerful by accumulating stacks of Flesh Eater.

The other adds in the encounter, Mind Fungus and Spore Shooter, cannot be moved and are of lower priority when Fungal Flesh-Eaters are alive, but should be multi-DoTted or cleaved down when convenient.
Mind Fungus debuffs nearby players with Mind Fungus, so ranged DPS and healers must move away from these mushrooms once they spawn.
Spore Shooters target random players with Spore Shot, which will detonate upon reaching any player, dealing moderate to heavy damage to all players within 8 yards; these projectiles should ideally be intercepted by ranged players before reaching the melee pile.Occasionally a beneficial mushroom will spawn in a randomized location. These mushrooms spawn at 50% health, and their health slowly deteriorates over time; healing the mushroom to full will activate a beneficial effect for the raid.

There are two types of beneficial mushrooms: Living Mushroom, which will provide strong AoE healing to players within 20 yards, and Rejuvenating Mushroom, which will grant Rejuvenating Spores to players within approximately 10 yards.
Healers must heal up one Living Mushroom before Brackenspore begins using his Infesting Spores ability, so that the Living Mushroom's Living Spores can help heal the raid through the highly damaging Infesting Spores. Once Infesting Spores is over, healers can let the Living Mushroom die. Healers should keep Rejuvenating Mushrooms alive as long as possible, ideally only letting one die when another one has spawned.
Tanks should move the boss and Fungal Flesh-Eaters close to the fully-healed beneficial mushrooms so that all players can take advantage of their effects.

Additionally, tanks must move the enemies away from Creeping Moss, as all enemies who stand in Creeping Moss will heal rapidly.

Players standing in Creeping Moss will also take damage and be slowed.
It is important for the players assigned to the Blackfuse Company 9000 Flamethrowers to be proactive in clearing Moss away from the boss, and also to keep the Moss away from Living or Rejuvenating Mushrooms.



Tank Responsibilities

Keep Brackenspore facing away from the raid for Necrotic Breath
Taunt Fungal Flesh-Eaters and interrupt Decay
Move Brackenspore and the Fungal Flesh-Eater out of Creeping Moss if it spawns near you, and do not tank enemies in the water
Move Brackenspore to Living and Rejuvenating Mushrooms by the time they are healed to full
Tanks should swap Brackenspore on 4 stacks of Rot, and should not tank both Brackenspore and the Fungal Flesh-Eater at the same time
Use survivability cooldowns when Brackenspore casts Necrotic Breath, or when tanking a Fungal Flesh-Eater with high stacks of the Flesh Eater buff



Damage-Dealer Responsibilities

Stand in Rejuvenating Spores

All DPS should kill Fungal Flesh-Eaters quickly to avoid them reaching high stacks of Flesh Eater
Ranged DPS should kill Spore Shooters, move to intercept the Spore Shot they fire at the raid, and avoid the Mind Fungus' Mind Fungus
Melee DPS should kill Mind Fungus since the Mind Fungus debuff does not affect them
Interrupt the Fungal Flesh-Eater's Decay when possible
Move into Living Mushroom's area of effect when Brackenspore casts Infesting Spores
Move into Rejuvenating Mushroom's area of effect once it is activated
Two DPS players should be assigned to use the Blackfuse Company 9000 Flamethrowers to curb the spread of Creeping Moss



Healer Responsibilities

Heal Living Mushrooms efficiently so that they reach full health and activate Living Spores just before Brackenspore begins to cast Infesting Spores
Keep the Living Mushroom alive long enough to heal through one Infesting Spores ability, then allow it to die
Heal Rejuvenating Mushrooms to full as quickly as possible, and keep them alive as long as possible with the help of their Rejuvenating Spores
Tanks will take heavy damage, particularly when Fungal Flesh-Eaters have several stacks of Flesh Eater
Raid cooldowns will be needed if players do not interrupt Decay, or if there is no Living Mushroom to assist in healing through Infesting Spores
At least one healer should monitor the health of the players using Flamethrower to curb the spread of Creeping Moss, as they cannot always be grouped with the raid



Flamethrowers' Responsibilities
Loot the Blackfuse Company 9000 Flamethrower at the start of the encounter, and be sure you can access the Extra Action Button it creates
Curb the spread of Creeping Moss by using the Blackfuse Company 9000 Flamethrowers to burn away Creeping Moss near the raid
Use the DPS boost of Burning Infusion to help kill the highest-priority target (usually the Fungal Flesh-Eater or Brackenspore) when Creeping Moss is under control
Avoid overheating the Blackfuse Company 9000 Flamethrower by terminating the Flamethrower ability before you incur Pulsing Heat
When possible, stand in the Living Mushroom's area of effect during Infesting Spores; when not possible, use a personal damage-reduction CD or self-healing abilities


When to Use Bloodlust/ Heroism/ Time Warp
Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required.


Video link =>Brackenspore

Mythic Difficulty
Mythic difficulty introduces two new mechanics: Call of the Tides and Exploding Fungus.

Call of the Tides causes several waves to sweep across the encounter area, dealing fatal damage to any players the wave passes over. While there is always at least one safe spot where no wave spawns, the location of the safe spot is random for each Call of the Tides cast. Players must watch for the location of the safe spot and move there quickly. Exploding Fungus is channeled by Brackenspore and summons small mushrooms at players' feet every few seconds.

These mushrooms grow for the duration of the channel, then explode, dealing heavy damage to players within 3 yards of the detonation effect.
While most of these mushrooms are easy to avoid, the mushrooms that are spawned at the very end of the channel will detonate immediately, and it is very easy for players to die to these unexpected explosions.

Additionally, four Spore Shooters spawn each time Brackenspore summons them, rather than two. The Spore Shooter damage is high, and quickly killing the Shooters is essential for surviving and allowing healers to focus on their Mushroom-healing and tank-healing jobs. Silence and interrupt effects on the Spore Shooters are excellent ways to reduce raid damage, so long as it does not distract players from interrupting the Fungal Flesh-Eaters' Decay casts.

Managing the Living and Rejuvenating Mushrooms properly will be an important facet of the Mythic Brackenspore encounter. Healers must be careful to only expend effort on healing the Living Mushrooms long enough to have one available for each cast of Infesting Spores, then let the Living Mushrooms expire and focus instead on healing the Rejuvenating Mushrooms to keep the Rejuvenating Spores buff active as long as possible. Lay on Hands is a powerful way to snap a Rejuvenating Mushroom to, or near, full health quickly; Life Cocoon and Clarity of Will can be used to prolong the life of the Rejuvenating Mushroom once it has been healed to full and its Withering damage begins to ramp up.

Having strong, DoT-heavy or mobile DPS players managing the three Blackfuse Company 9000 Flamethrowers (Hunters and Balance Druids are excellent for this task) and maintaining high stacks of Burning Infusion can be very helpful in meeting the enrage timer and dealing with the Fungal Flesh-Eaters in a timely fashion.


Video link =>Brackenspore

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Tectus

Notable Trash Mobs

The trash pull in Tectus' room, consisting of Oro, Lokk, and Rokkaa, three miniature versions of Tectus' model, is tricky.

Whenever one of these elementals reaches 20% health, he begins to cast Reconstitution.
If players do not kill the caster before the 20-second cast completes, the caster will heal 10% of its health every second for 10 seconds, essentially restoring it to full health.
Players must be careful not to allow more than one of these enemies to begin the Reconstitution cast at the same time, and must target their DPS on any enemy casting Reconstitution.

Players should kill Oro first, but since Lokk and Rokkaa have identical abilities it does not matter what order players kill them in.

Oro will use two abilities - Stonebolt Volley, which damages all players outside of his melee range, and Radiating Poison, which debuffs a random player and causes them to emanate Nature damage to all nearby players. The player targeted by Radiating Poison must move away from other raid members.
Lokk and Rokkaa both have two ground-effect abilities with very similar graphics.

The Meteoric Earthspire ability draws a light brown circle on the ground, marked with a yellow arrow, and players must stand inside this circle in order to share the damage dealt by the effect.
If no players stand in the brown circle, the entire raid will take extremely heavy damage. Earthen Thrust draws an orange circle on the ground, and players must move out of this to avoid taking extremely heavy damage.
Stand in brown, move out of orange.

The optimal strategy is for tanks to separate Lokk and Rokka so that players near each enemy will have only one set of these ground effects to deal with.

Oro should be tanked right on top of one of either Lokk or Rokka, and players should kill Oro first.
Melee should stay with Oro and cleave both enemies; ranged DPS should stand with the lone elemental and his tank, but focus primarily on Oro.
All players will need to assist in soaking Meteoric Earthspire that spawn near them.

After killing Oro, kill whichever elemental is on the lowest health. Once all three elementals are dead, Tectus will rise from the sandy mound at the center of the room and can be immediately engaged by nearby players.



Tectus Tips & Strategy


The Tectus encounter requires heavy movement and a lot of add management.

Tectus begins the fight buffed by The Living Mountain, which prevents him from being killed unless he is currently channeling Tectonic Upheaval, which he does when he reaches 100 Energy.

If Tectus completes a Tectonic Upheaval, he will regain 20% of his life and gain energy at a faster rate, bringing the next Tectonic Upheaval more rapidly than the first.
Currently, Tectus is much easier to kill than his Shards or Motes are, so players may wish to save Bloodlust/ Heroism/ Time Warp for the middle of the encounter when there are 4 Motes and 1 Shard active.When Tectus reaches 25 Energy, he will cast Earthen Pillar, summoning a large, permanent rock structure that will kill any player caught in the area of effect and will prevent line of sight.

Players must place these Pillars properly around the edge of the encounter area; they are targeted on a random ranged DPS or healer, so it is important that these players do not move in to the center of the encounter area and spawn Pillars where they will cause line of sight difficulties for the remainder of the fight.
Once the Pillar indicator has appeared, players must move quickly out of its area of effect to avoid death.
Throughout the fight, he will also summon smaller versions with Fracture; these do not persist, but will deal heavy damage and knock back any players within their area of effect. Again, players must move quickly out of Fracture.

Periodically, Tectus will target randomly-chosen ranged DPS or healers with Crystalline Barrage.

The targeted player(s) will display an arrow above their heads before the Crystalline Barrage begins to fire, and they should move out of the group to avoid damaging other players with the Barrage's effect.
One popular strategy for handling the dual demands of Earthen Pillar and Crystalline Barrage is for the raid to move clockwise to avoid Pillars, and for players targeted by Barrage to move counter-clockwise to ensure that the Pillar-avoiding path always remains clear.When Tectus is slain, he shatters, forming two smaller clones called Shard of Tectus.

The Shard of Tectus has all the same abilities as Tectus does, including the Shard of the Mountain buff.
Tanks should each taunt a Shard to spread out the tank damage, while players focus on killing one of the two Shards.
When a Shard is slain, it Shatters, forming four even smaller clones called Mote of Tectus.
These Motes retain nearly all of the abilities that the Shards had, but can be killed at any time.
The tank damage from tanking all four Motes can be extreme, so some groups may find it easier to split the Motes between the two tanks, rather than having one tank hold all four Motes.The ideal kill order is Tectus > Shard 1 > Motes 1-4 > Shard 2 > Motes 5-8.

While Tectus is alive, Night-Twisted Berserkers and Night-Twisted Earthwarpers will spawn and must be taunted quickly.

The off-tank should hold these adds within range of the melee DPS so they can be cleaved down effortlessly.
Earthwarpers have a dangerous cone attack, Earthen Flechettes, that requires them to be faced away from the melee; they also have a dangerous cast, Gift of Earth, that cannot be conventionally interrupted.
Players can choose to either stun the Earthwarper to prevent the cast, allow it to go through and buff Tectus with 10 stacks of Accretion (causing high damage on the Tectus tank), or the add tank can intercept it and gain stacks of Petrification. Intercepting Gift of Earth deals very heavy damage and the tank who does so cannot tank Tectus while affected by Petrification.
The ideal method of managing Gift of Earth is to have a stun rotation and kill the Earthwarpers quickly.


Tank Responsibilities
Face the Night-Twisted Berserkers and Earthshapers away from the raid, but position them within range of melee cleave abilities
When Tectus Shatters into two Shards of Tectus, each tank should taunt one Shard
When a Shard of Tectus shatters into Motes of Tectus, one tank can hold all 4 Motes, but if damage is too high on the Motes tank, have the Shard tank taunt one Mote away from the group


Damage-Dealer Responsibilities
When Tectus, or one of his Shards, is at low health during Tectonic Upheaval, focus DPS on this target to kill it
Ranged DPS should prioritise damage on the current kill target, but multi-DoT other Shards and Motes to help keep Accretion under control
Melee should cleave and stun the Night-Twisted adds and stun the Earthshapers as much as possible to prevent the uninterruptible Gift of Earth
Ranged DPS should stay stacked up with healers on the edges of the encounter area, and move as a group to avoid Earthen Pillar
Move out of Fracture to avoid taking heavy damage
Players targeted by Crystalline Barrage should move away from the rest of the group to avoid damaging the entire raid
Use personal damage-reduction cooldowns for Tectonic Upheaval or when targeted by/standing in more than one Crystalline Barrage


Healer Responsibilities
ank damage will be quite high, especially when tanking multiple Motes of Tectus
Raid damage will be high during Tectonic Upheaval, and damage-reduction and healing cooldowns should be used during this time
Healers (except for Mistweaver Monks) should stay stacked up with the ranged DPS on the edges of the encounter area, and move as a group to avoid Earthen Pillar
Move out of Fracture to avoid taking heavy damage
Players targeted by Crystalline Barrage should move away from the rest of the group to avoid damaging the entire raid
Use personal damage-reduction cooldowns for Tectonic Upheaval or when targeted by/standing in more than one Crystalline Barrage


When to Use Bloodlust/ Heroism/ Time Warp
Currently, the fight is most difficult when players are dealing with Motes 1-4 and Shard 2. Use Bloodlust/ Heroism/ Time Warp here to burn the Motes down quickly.


Looking For Raid Difficulty
The Night-Twisted Earthwarper does not cast Gift of Earth on Looking For Raid difficulty. The Earthwarper should still be killed quickly and stunned often to prevent excessive Earthen Flechettes damage

Video link =>Tectus

Mythic Difficulty
On Mythic difficulty, Tectus and his Shards respawn at 20% health after players defeat them.

The respawned versions have all of the abilities of the original version, but are not affected by The Living Mountain, and therefore can be killed outside of Tectonic Upheaval.
They will, however, spread Accretion to other nearby enemies, so players should focus on killing these respawned versions immediately.

Additionally, the Night-Twisted Berserkers and Earthwarpers will continue to spawn throughout the encounter, instead of stopping once Tectus has been destroyed.

Tanks will need to continue to be mindful of the Earthwarper's facing (to prevent players being struck by Earthen Flechettes) and to continue to manage Gift of Earth/ Petrification.
Stunning the Earthwarpers to prevent Gift of Earth casts will be incredibly important since the damage from soaking Gift of Earth is very high and allowing Tectus or his Shards/Motes to gain additional Accretion could result in tank fatalities.

Tectus, and his Shards and Motes, will summon a second Earthen Pillar upon reaching 50 Energy. This requires no change in strategy, but players must manage movement carefully to avoid filling the encounter area with line-of-sight-blocking Pillars.

The generally accepted strategy is to kill Tectus as close to the start of his first Tectonic Upheaval as possible, then kill the respawned Tectus quickly, then kill both Shards of Tectus together during their first Tectonic Upheaval, then AoE down all 8 Motes and the two respawned Shards of Tectus. Players must defeat all Motes before they begin to cast Tectonic Upheaval. When executed properly, this strategy requires very little healing - mostly on tanks - and can be accomplished with as few as 3 healers and heavy use of cooldowns during Tectonic Upheaval. The strategy may also use three tanks to split the tank damage during the Shard and Mote phases while still coping with the Night-Twisted Berserkers and Earthwarpers.

Bloodlust/ Heroism/ Time Warp is best used to assist in defeating the two Shards of Tectus during Tectonic Upheaval and to get a strong initial burn on the Motes of Tectus before players are forced to spread out by the Earthen Pillar and Crystalline Barrage mechanics.


Video link =>Tectus

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Twin Ogron Strategy Guide
Notable Trash Mobs
The room in which the Twin Ogron encounter occurs is full of a large number of trash mobs. The Gorian Arcanists will each debuff several players with Arcane Volatility, which will detonate after 6 seconds, damaging all players within 8 yards and knocking them into the air. Players should spread out to avoid friendly fire, and tanks should be careful to limit the number of trash packs they pull at once, to reduce the number of targets affected by Arcane Volatility.

Watching the Highmaul Conscripts to predict the direction of their Shield Charge will be valuable for avoiding a similar mechanic during the boss encounter.
Return to Table of Contents
Twin Ogron Tips & Strategy
The Twin Ogron encounter requires heavy movement and presents a wide variety of mechanics for players to master. Most of these mechanics are energy-based, and can be predicted by watching the two bosses' energy bars:
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Phemos
Ability

Counter
Whirlwind: 33 Energy Tank drags Phemos away from raid
Enfeebling Roar: 66 Energy Stack on Phemos to split damage
Quake/ Blaze: 100 Energy Move behind one weapon; dodge fire
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Pol
Ability

Counter
Shield Charge: 33 Energy Step out of the boss's path to avoid Injured
Interrupting Shout: 66 Energy Casters stop casting
Pulverize: 100 Energy Spread slightly, dodge ground effects
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Pol begins the encounter at 0 energy, and takes 85 seconds to gain full energy. Meanwhile, Phemos begins the encounter at 100 energy, and takes 100 seconds to gain full energy. Because the two Ogron do not gain energy at the same rate, there is no fixed order for their abilities to occur in. Throughout the fight, players must adjust to the dynamic timing of the abilities.

The most difficult mechanic to deal with in the encounter is Phemos' Quake/ Blaze, which will be the first mechanic players will encounter in the fight.

Phemos will throw his weapons into the ground, dealing unavoidable raid-wide AoE damage, and then the weapons will begin to emanate walls of flame toward the center of the room.
Once the weapons are placed, players should move so that they are behind one of the weapons and will therefore only have to deal with one set of the flame walls.
Avoid being struck by Blaze, as it deals moderate damage itself and leaves behind a stacking Blaze debuff, which will probably be fatal at more than 3 stacks.
The general flow of the fight will be: Quake occurs - drag bosses behind a weapon - drag Phemos away for Whirlwind then bring him back - move toward the center of the room when dodging Pulverize - stack on Phemos for Enfeebling Roar. When Quake happens again, repeat the cycle.

Remember that there is no set order for Shield Charge/ Whirlwind/ Enfeebling Roar/ Pulverize; the raid leader should be watching both boss's energy bars and calling out the next step of this intricate dance. If Enfeebling Roar overlaps with Pulverize (this is likely to happen on the second appearance of these abilities), the Phemos tank and the raid must dodge the Pulverize effect in the same direction!

The only other tricky mechanic is Enfeebling Roar.

This ability places a debuff on all players within 20 yards of Phemos, which deals heavy damage and leaves behind a debuff that increases the damage taken from subsequent Enfeebling Roars.
The duration of this debuff (and the damage it deals) is reduced for each person in range of the Roar. Since Enfeebling Roar occurs approximately every 100 seconds, and the maximum duration of the Enfeebling Roar debuff is 300 seconds, at least 4 players must be within range of Phemos to soak Enfeebling Roar.
However, it is best to have everyone in the raid soak the Enfeebling Roar, to split the initial damage so that no players are in danger of dying.

The Twin Ogron should be tanked close together for two reasons: they gain casting and attack speed when they are separated by large distances, and they share a health pool so allowing cleave/AoE damage will allow the raid to defeat the encounter more


Tank Responsibilities
Tank Pol and Phemos together as much as possible for cleave damage
On Looking For Raid, Normal, and Heroic difficulties, tanks should never swap the bosses
Drag the bosses to a "safe spot" behind one of the two weapons spawned after Quake so the raid will take less damage
Pull Phemos away a few seconds before he begins to Whirlwind
The Phemos tank should use cooldowns during Whirlwind and when Phemos is buffed with Double Slash
The Pol tank should use cooldowns for Shield Bash


Damage-Dealer Responsibilities
Multi-DoT and cleave the bosses whenever possible since their health pool is shared
Melee DPS should stay with Pol when Phemos is dragged away, and should stay on Phemos when Pol uses Shield Charge
Stack on Phemos's tank for Enfeebling Roar, to help split the damage and the debuff duration
Dodge as much of the Blaze fire as possible
Avoid being struck by Pol's Shield Charge
Use a personal damage-reduction cooldown if you gain stacks of Blaze, or if afflicted with Injured
Move out of the second and third waves of Pulverize; Stampeding Roar is great for avoiding the third Pulverize effect
Casters should stop casting when Pol is casting Interrupting Shout


Healer Responsibilities
Tank damage will be high throughout the encounter, especially during Double Slash
Use damage-reduction raid CDs to counter Enfeebling Roar's damage
Use healing throughput raid CDs near the end of Blaze to counter the debuffs
Stack on Phemos's tank for Enfeebling Roar, to help split the damage and the debuff duration
Dodge as much of the Blaze fire as possible
Avoid being struck by Pol's Shield Charge
Use a personal damage-reduction cooldown if you gain stacks of Blaze, or if afflicted with Injured
Move out of the second and third waves of Pulverize
Stop casting when Pol is about to complete Interrupting Shout, or switch to instant casts, to avoid being interrupted/spell school lockout


When to Use Bloodlust/ Heroism/ Time Warp
Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required.



Looking For Raid Difficulty
In Looking For Raid difficulty, players struck by Pol's Shield Charge are not afflicted with Injured. Additionally, Interrupting Shout's spell lockout duration is reduced to one second (rather than six seconds).

Video link =>Twin Ogron

Mythic Difficulty
On Mythic difficulty, Imperator Mar'gok aides the Twin Ogron by empowering one of the Twins with Arcane Twisted, which augments one of the Ogron's abilities: Phemos' Whirlwind ability gains the Arcane Vortex effect, pulling players into its area of effect if they are nearby. While this should not be a factor for anyone other than the Phemos tank, since the best strategy is to pull Phemos away from the raid shortly before he begins to Whirlwind, it is possible that players may be caught in the effect should Enfeebling Roar and Whirlwind occur within a short span of time. Stampeding Roar or personal movement speed-enhancing abilities are valuable for escaping the Whirlwind's vortex.
Pol's Shield Charge will now spawn three ghostly copies that will also complete Arcane Charge. Players must be sure to avoid being hit by any of these Charges as the debuff it leaves behind, Injured, is very dangerous.
Phemos' Double Slash leaves behind an Arcane Wound debuff, and Pol's Shield Bash leaves behind an Arcane Bash debuff. Tanks should swap just before Phemos does a Whirlwind (NOT after, since Whirlwind leaves Weakened Defenses, which combined with Arcane Bash will result in tank deaths).

Each boss takes turns being empowered, so raids do not have to deal with empowered Whirlwind and empowered Shield Charge at the same time, but the raid should keep track of which Ogron is empowered at any time and be prepared to handle the movement requirements of these empowered abilities.Additionally, Imperator Mar'gok will assist the Twin Ogron in battle by occasionally casting Arcane Volatility on four players. Those players have six seconds to get at least 8 yards away from the raid before Arcane Volatility detonates. Affected players should use a damage-reduction cooldown when their Arcane Volatility is about to expire, and healers will need to heal these players quicke!


Video link =>Twin Orgon


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Ko'ragh Strategy Guide

Notable Trash Mobs
There are six Breaker Ritualists in Ko'ragh's room that must be defeated before players can interact with Ko'ragh. None of these enemies are particularly dangerous on their own, but players should CC and interrupt them to prevent damage whenever possible.

Ko'ragh Tips & Strategy
The Ko'ragh encounter requires heavy movement and careful coordination of a small group of players who must manage a special task in the fight. Healing and DPS demands on this encounter are high, and raids will want a good balance of physical and magical type damage-dealers to deal with the central mechanic of the fight, the Nullification Barrier/Rune of Nullification.Ko'ragh begins the fight with a powerful Nullification Barrier that absorbs a set amount of magical damage.

Physical damage dealt to Ko'ragh during this time will remove health from his health bar; magical damage will simply deplete the shield.
While Ko'ragh is protected by the Barrier, he also gains Breaker's Strength, causing his damage to ramp up slowly.
When players deal enough magical damage to fully deplete the shield, Ko'ragh will leap to the center of the room and summon a Rune of Nullification, charging a new Nullification Barrier.
Once the new Nullification Barrier is fully charged, Ko'ragh will resume using his other abilities.

One player may enter the Rune of Nullification along with Ko'ragh each time, and gain their own Nullification Barrier.

While inside the Rune of Nullification, the player will be affected by Caustic Energy, taking very heavy damage and requiring significant healer focus. This damage ignores damage-reduction abilities and immunities.
The longer a player stands inside the Rune, the larger their Nullification Barrier will be, but players should move out if they are in danger of dying. (Once you have gained a Nullification Barrier from a Rune, you can re-enter that Rune freely, so stepping out to benefit from a large heal or a mechanic such as Spirit Link Totem, then stepping back in to finish charging up your Barrier, can help you survive.)
Players who have gained a Nullification Barrier must stand underneath Overflowing Energy orbs to nullify their raid damage; unsoaked Overflowing Energy orbs will detonate upon hitting the ground and deal heavy damage to the raid, and a player who stands under an orb without having a Nullification Barrier will take fatal damage. Overflowing Energy orbs spawn about every 30 seconds, though this is paused while Ko'ragh is charging his Nullification Barrier.

While initially only one orb spawns at a time, every 90 seconds Ko'ragh will be able to summon an additional orb, so it is important to have a team of players assigned to the soaking task.
Because the Overflowing Energy orbs can spawn anywhere within the room, ranged DPS are the best choice for this task.
Before beginning the raid encounter, the raid should decide which players will be in charge of this task, and set an order for them to gain a Nullification Barrier.

Also during the Rune of Nullification, Ko'ragh summons Volatile Anomaly adds.

Since Ko'ragh does not need to be tanked during this time, tanks should pick up the Volatile Anomalies and drag them to Suppression Fields to silence the adds and prevent them from casting Destabilize when they die.

Ko'ragh also uses Expel Magic throughout the encounter. These are simple mechanics to handle:

Expel Magic: Arcane affects only the tank, causing the tank to leave a trail of Arcane bombs that will explode every 1.5 seconds. The other tank should taunt, and the affected tank should run away from the raid.
Expel Magic: Fire debuffs the entire raid, causing them to detonate after several seconds or when dispelled. Players should spread out to avoid damaging each other. Healers can dispel strategically.
Expel Magic: Frost summons a frost orb that slows and damages players near it. The raid should move away.
Expel Magic: Shadow places a heal-absorbing shield on the entire raid. Healers should use throughput cooldowns to remove the shield quickly.


Tank Responsibilities
aunt the boss whenever the other tank is affected by Expel Magic: Arcane
When affected by Expel Magic: Arcane, run away from the raid
Move Ko'ragh away from Expel Magic: Frost orbs and the Suppression Field
When Ko'ragh leaps to the center of the room, do not follow him - tanks should not charge up a barrier
Taunt and gather the Volatile Anomalies, then position them inside a Suppression Field


Damage-Dealer Responsibilities
Spread out slightly for Expel Magic: Fire (especially melee DPS)
Move away from Expel Magic: Frost; abilities like Stampeding Roar, Windwalk Totem, or personal movement speed-increasing effects are useful here
While Ko'ragh is charging, do not enter the Rune of Nullification unless you are assigned to do so
Do not kill Volatile Anomalies until they are within a Suppression Field
Avoid standing in Suppression Fields, and move away if Ko'ragh targets you or someone near you for Suppression Field


Healer Responsibilities
The Ko'ragh tank will take heavy damage, and may require external tank CDs
Use raid CDs to mitigate Expel Magic: Shadow and any orbs-that-you-have-to-soak detonations that occur
Players affected by Caustic Energy will take extremely heavy damage; all healers should help heal these targets
The shield charging damage penetrates all immunities and damage reduction abilities, so do not use external CDs on these players
Do not dispel Expel Magic: Fire from melee players or any players stacked up with one another (there is little reason to dispel if the raid spreads out)
Avoid standing in Suppresion Field and move away from Expel Magic: Frost orbs


Nullification Barrier Team Responsibilities
Be the first player(s) to enter the Rune of Nullification when it is your turn to soak
Do not use damage-reduction cooldowns while in the Rune, as the damage from Caustic Energy ignores them
Do use a Healthstone or Healing Tonic to assist healers in keeping you alive
Stay in the Rune of Nullification as long as possible to get a large Nullification Barrier, but leave if you fear you are going to die
Nullification Barrier is an alternate power bar, not a debuff; be sure you can track it appropriately
Once you have soaked your assigned Rune of Nullification, you should never enter a later Rune of Nullification - the goal is to have several players with Nullification Barriers by the end of the fight!
Look for Overflowing Energy locations and stand underneath them as they are about to hit the ground
Be sure not to soak the same Overflowing Energy orb as another player


When to Use Bloodlust/ Heroism/ Time Warp
Use Bloodlust/ Heroism/ Time Warp at the start of the encounter when the least movement is required.


Looking For Raid Difficulty
In Looking For Raid difficulty, five players may enter Ko'ragh's shield instead of just one, which allows the raid to have more players capable of soaking the Overflowing Energy.

This poses a slight strain for healers when all five of these players are taking Caustic Energy damage while charging their shield, but should result in much less raid damage overall.


Video link =>Ko'ragh

Mythic Difficulty
On Mythic difficulty, Ko'ragh gains the ability to create an additional Overflowing Energy orb every 60 seconds, instead of every 90 seconds.

Early in progression, when players do not have enough damage to break through the Nullification Barrier in under ~66 seconds, the raid will have to deal with two unsoaked Overflowing Energy orbs at the same time, shortly after Ko'ragh casts Expel Magic: Shadow.
Raids will need to coordinate healing throughput CDs (e.g. Revival, (Spell #159916)) to quickly clear the Expel Magic: Shadow debuff from the raid, and follow it with damage-reduction CDs (e.g. Devotion Aura, Rallying Cry) to prevent player deaths from the Overflowing Energy damage.
The raid should use Bloodlust/ Heroism/ Time Warp at the start of the encounter to make it more likely that Ko'ragh's Nullification Barrier will be broken through before the Expel Magic: Shadow/double Overflowing Energy confluence; once your raid is able to do so, the fight will become much easier.

To deal with the more frequent Overflowing Energy spawns, two players may enter Ko'ragh's Rune of Nullification and receive a Nullification Barrier each time.

This will cause heavy demands on healers, and the healing team must coordinate their powerful single-target healing to keep both of the affected players alive.
If players can break Nullification Barrier quickly enough, they can stay apace with the increase in Overflowing Energy spawns; otherwise, healers will need to cope with occasional unsoaked Overflowing Energy explosions throughout the encounter.

An additional mechanic in the Mythic encounter, Dominating Power, causes players who soak Overflowing Energy orbs to become mind-controlled, and the raid must damage them to below 20% health to break the MC. Only every second set of Overflowing Energy orbs will cause Dominating Power; these sets of orbs have purple, rather than yellow-green, ground indicators.
Players who are under the effect of Dominating Power will spam cast Forfeit Power, which restores some of Ko'ragh's health and must be interrupted.
Because the orb-soaking players have a Nullification Barrier, magical damage is not effective in breaking these players out of the MC. Physical damage is required.
Because the number of Overflowing Energy orbs continues to increase throughout the fight, and because more and more players will be gaining their own Nullification Barrier, the raid will have to deal with an increasing number of these mind-control effects.
Near the end of the fight, the MCs can be ignored if players do not plan to break through Ko'ragh's Nullification Barrier again. This allows physical-damage DPS to focus on killing the boss, since they are the only ones who can do so.Finally, Ko'ragh gains Expel Magic: Fel, which will debuff 3 random players.

The debuff marks the target's location at the time it is applied, and when it falls off 12 seconds later, it will draw a line of flames from that location to the player's current location.
Standing in or passing through the Fel flames deals heavy damage, and these flames will persist for 90 seconds.
Players debuffed by Expel Magic: Fel should attempt to move as little as possible, and if they must move, should move in such a way as to minimize the amount of ground their Fel flames will cover (e.g. in a small circle, or just a few steps to one side).


Video link =>Ko'ragh

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Imperator Mar'gok Strategy Guide

Notable Trash Mobs
There are several trash packs between Ko'ragh and Imperator Mar'gok, but the most dangerous packs are the two that are fought just before engaging the boss.

At the end of Mar'gok's corridor, players will encounter Guard Captain Thag and two Ogron Maulers.

Thag will use Ground Stomp and Brutal Cleave on nearby players, while Ogron Maulers have a powerful Deafening Roar, which deals heavy damage and interrupts spell-casting, with a 50-yard range.
One tank should tank Thag in place, while the other tank drags the Ogron Maulers away, and players should focus on killing one Ogron Mauler quickly to reduce raid damage.
Healers may need to use CDs to keep the raid alive while both Maulers are active, but should be careful to avoid casting during Deafening Roar.
After one Mauler is dead, kill the second Mauler, then kill Thag.
Alternatively, one tank could hold Thag and one Mauler at thefar end of the corridor, while the other tank brought the second Ogron back into the portal room, and the raid could kill it there while taking less damage. This runs the risk of the Thag/Mauler tank dying.

In Mar'gok's room, players will encounter the Gorian War Council, consisting of five mages: High Councilor Mal'gris, Councilor Daglat, Councilor Gorluk, Councilor Magknor, and Councilor Nouk.

Mal'gris will bombard the raid with Unstable Tempest, which will acquire more and more targets as the fight continues.
Daglat teleports to a random enemy and casts Arcane Destruction, dealing heavy damage to players within 10 yards at the end of the cast. This damage can be avoided if players move away from Daglat during the cast.
Councilor Gorluk repeatedly casts Conjure Phantasmal Weapon, summoning Phantasmal Weapons that will melee random raid members unless tanked.
Councilor Magknor attacks the raid with Arcane Torrent, which repeatedly strikes the ground with powerful bolts of magic that deal damage to all players within 6 yards.
Councilor Nouk afflicts random targets with Time Stop, causing those targets to be periodically stunned until healers dispel the debuff.
The suggested kill order is Nouk > Mal'gris > Magknor > Daglat > Gorluk. The Phantasmal Weapons should be killed with incidental cleave and AoE abilities.


Imperator Mar'gok Tips & Strategy
The Imperator Mar'gok encounter is long, with four phases, and very complex.

Mar'gok begins the fight with a certain set of abilities, and as he falls below various health thresholds, he will empower these abilities with additional effects by activating Runestones around the room. Between the second and third phase, and the third and fourth phase, players will have an Intermission where they must deal with a variety of add spawns while Mar'gok is immune to damage.


Phase 1
Mar'gok uses four major abilities, almost always in this order, throughout the fight.

Arcane Wrath places a Branded debuff on a random player.

The Branded debuff will expire after 4 seconds, dealing heavy damage to the player it just expired from, and will attempt to jump to another player within range.
Each time the ability jumps, it gains a stack, will deal more damage when it expires, and halves its jump range; the debuff will expire after 12 jumps or when no other players are close enough for it to make a successful jump.
Initially the debuff has a jump range of 200 yards, but by the time it reaches 5 stacks, it has a jump range of only 12.5 yards.
Players should force Branded to expire early by running away from the raid when they are affected with a Branded debuff of 5 stacks or more.Arcane Aberration:

Mar'gok will summon an Arcane Aberration that will pulse light AoE damage to nearby players.
This add should be picked up by the off-tank and dragged into melee to be killed quickly.

Mark of Chaos:

Mark of Chaos is applied to the active tank, and requires a tank swap.
The debuffed tank must run far from the raid, as the detonation that occurs when Mark of Chaos expires has a 35-yard range and will deal fatal or near-fatal damage to any players within its area of effect.

Force Nova:

Force Nova emanates out from Imperator Mar'gok and deals moderate to heavy damage to players as it passes through their position.
If a player is running in the same direction as the Force Nova, they will be struck multiple times and are likely to die; players should run through the Force Nova to reduce incoming damage.Additionally, Mar'gok will cast Destructive Resonance approximately every 15 seconds.

This creates a mine at a random ranged player's feet, which becomes active after only a few seconds and will persist for one minute.
Players must run out of Destructive Resonance to avoid triggering it, as detonating the Mine deals heavy raid-wide damage and will afflict the player who triggered it with a debuff that stuns them each time they take Arcane damage.

The general strategy for the fight is for the tank to slowly drag Mar'gok clockwise around the room from his starting position, with ranged lagging behind to drop Destructive Resonance mines in safe places.

Tanks affected by Mark of Chaos should try to move either to the alcoves on the outer edge of the encounter area, or to the opposite side of the room, to ensure no players are within 35 yards when the Mark detonates.
All DPS should kill the Aberrations when they spawn.


Phase 2
After reaching 90% health, Mar'gok becomes empowered with the Power of Displacement, which causes all of these abilities to affect the player's movement in some way.

The Branded: Displacement debuff prevents players from moving out of a ring only they can see. A player afflicted with 5 or more stacks of Branded: Displacement must move to one extreme edge of their ring, and the rest of the raid must watch their position and move in the opposite direction to help eradicate the ability.
The Displacing Arcane Aberration will knock players back when it dies, so melee must position themselves such that the Impactful Pulse will not push them into a bomb.
Mark of Chaos: Displacement will teleport the affected tank to a random player's location, and the tank must adjust their movement plan to ensure no players are struck by the detonation effect.
Force Nova: Displacement will push players back with it if they do not move through it, so players should run forward through the Nova. Use a speed boost or a personal damage-reduction cooldown if no speed boost is available.
Destructive Resonance: Displacement grows to double its size before expiring.


Intermission 1
At 55% health, Mar'gok will become immune to damage while he begins to draw power from the second Runestone. Two Gorian Warmages will spawn to the left and right of the entrance to the encounter area.

These mages will Fixate on random players and cast Nether Blast at them, dealing heavy damage to that player and all players within a few yards.
The Fixated players should move out of the raid.
The raid should focus on killing one Warmage first, then the other, rather than splitting damage.
Volatile Anomaly adds will also spawn; they should be picked up by the tanks and held far from the Warmages so that they do not get buffed by Dominance Aura.
When a Volatile Anomaly dies, it Destabilizes, so players should stagger these adds' deaths so that this damage is spread out over several seconds, and healers should use raid CDs to keep the raid alive.


Phase 3
Mar'gok becomes empowered with the Power of Fortification, which makes all of his basic abilities more time-consuming to deal with. The Branded: Fortification debuff will only reduce its jump range by one quarter, rather than one half. When Branded: Fortification's stacks get high, around 8-9 (25-31 yards), the affected player must run in one direction, while nearby raid members must run in the opposite direction, in order to cause the debuff to fizzle. The Arcane Wrath damage will be extremely high for the late jumps, so the affected players and the healers must be prepared to use CDs to prevent deaths.
The Fortified Arcane Aberration is immune to stuns and crowd-control effects and has a very high health pool.
Mark of Chaos: Fortification will root the tank in place. The tank must either preemptively move away from the raid just before Mark of Chaos: Fortification is cast, or must use certain movement abilities such as Heroic Leap during the debuff, to get away, or, the raid must run away from the affected tank to avoid dying to the detonation.
Force Nova: Fortification will occur three times over 16 seconds, instead of just once. Healers may require throughput CDs to heal through this damage.
Destructive Resonance: Fortification persists for two minutes instead of one.


Intermission 2
At 25% health, Mar'gok again becomes immune to damage and summons the Gorian Warmages.

In addition to the Volatile Anomalies, tanks must also pick up the Gorian Reaver and be sure to point him away from the raid for Devastating Shockwave.
Tanks will also have to swap whenever the Gorian Reaver uses Kick to the Face.


Phase 4
Mar'gok becomes empowered with the Power of Replication, which causes all of his basic abilities to duplicate their effects in some way.

The Branded: Replication debuff will jump to two players the first time it jumps. This creates additional strains on healers and means that two players must successfully run away from the raid to cause the debuff to fizzle without passing it to each other.
The Replicating Arcane Aberration will summon 7 Arcane Remnant when it dies. Tanks must be prepared to pick these extra adds up, and DPS must kill them.
Mark of Chaos: Replication will create 8 Orbs of Chaos around the tank when it expires. These Orbs will move in straight lines, dealing extremely heavy damage to any players who come in contact with them.
Force Nova: Replication will cause each player affected by Force Nova to reflect damage to allies within 4 yards. Healing cooldowns will be needed to heal the melee DPS through this effect, while ranged DPS should spread out to avoid friendly fire.
Destructive Resonance: Replication will create two additional Destructive Resonances when it is triggered or expires naturally.


Tank Responsibilities
Run far away from the raid when afflicted by Mark of Chaos; use movement speed-boosting abilities to assist in getting 35 yards away
Taunt Mar'gok when the other tank is afflicted by Mark of Chaos
Tank swap again about halfway between Mark of Chaos casts, to avoid stacking Accelerated Assault too highly
When not tanking Mar'gok, taunt Arcane Aberrations and pull them into the melee DPS group
During Intermission 1, taunt Volatile Anomalies and tank them far from the Gorian Warmages
In Phase 3, you may not be able to move with Mark of Chaos: Fortification; call for the raid to run away from you
During Intermission 2, tanks swaps will be required for the Gorian Reaver's Crush Armor/ Kick to the Face mechanics
In Phase 4, avoid running through your own Orbs of Chaos when returning from Mark of Chaos: Replication
In Phase 4, after the Replicating Arcane Aberration dies, pick up the 7 Arcane Remnants that spawn


Damage-Dealer Responsibilities
Kill Arcane Aberrations as quickly as possible
Avoid standing in, passing through, or being knocked back into Destructive Resonance
If you are afflicted by Branded, Branded: Displacement, Branded: Fortification, or Branded: Replication, check the number of stacks on your debuff and run away from the raid if it is 5 or higher
Use a damage-reduction cooldown if affected by any form of Branded
Move forward through Force Nova to reduce damage taken
During Intermissions, melee DPS should focus on killing Gorian Warmages and ranged DPS should focus on Volatile Anomalies and the Gorian Reaver
Interrupt the Gorian Warmages' Nether Blast whenever possible
Move out of the path of Orbs of Chaos


Healer Responsibilities
Strong single-target healing is needed on players affected by Arcane Wrath (after Branded expires), on players Fixated by Gorian Warmages, and on tanks
Raidwide AoE healing will be necessary during Force Nova
Raid CDs should be used to survive Volatile Anomaly's Destabilize and the Phase 2, 3, and 4 Force Novas
Avoid standing in, passing through, or being knocked back into Destructive Resonance
If you are afflicted by Branded, Branded: Displacement, Branded: Fortification, or Branded: Replication, check the number of stacks on your debuff and run away from the raid if it is 5 or higher
Use a damage-reduction cooldown if affected by any form of Branded
Move out of the path of Orbs of Chaos


When to Use Bloodlust/ Heroism/ Time Warp
Although the fight is long enough to be able to use Bloodlust/ Heroism/ Time Warp twice if it is used at the start of the encounter, the first 10% of the fight is very easy and there is little benefit to doing so. It may be more useful to save Bloodlust/ Heroism/ Time Warp for Intermission 2, to help kill the Gorian Reaver and the Volatile Anomalies before the first Replicating Arcane Aberration spawns.


Looking For Raid Difficulty
In Looking For Raid difficulty, triggering the Destructive Resonance ability (or any of its variants) by standing in the mine only deals damage to the player who triggered the mine, not the entire raid.

Video link =>Imperator

 

 

                                                                                                 Rymnor officer from the guild

                                                                                                   Prophecy!

Edited by Alan
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You should remove the Colors its looks shitty on white background ;D

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