Millennia ago, seeking to understand the nature of their eternal foe, the titans constructed this sprawling underground facility to research and quarantine captured specimens. They hoped that by studying the void energy that bound the Old Gods, probing it for weaknesses and reactions, they could find some way to neutralize it. They were horribly, horribly wrong. The facility was sealed away, so that the horrors within would never be unleashed upon Azeroth. But now those seals have broken…
Uldir, Halls of Control
Raid Entrance
Entrance: Nazmir, Zandalar
Zone ID: 9389
Boss Count: 7
Boss Order: Taloc, then Mother are the first bosses. Then you can choose between Fetid Devourer, Zek’voz and Vectis. Once those are down, you will encounter the following bosses in order: Zul, Myhtrax and lastly G’huun.
The raid can be found in the Nazmir. The entrance is located in the south-east corner of the Heart of Darkness construct (the big building). You have to take a path further down to gain access to the entrance.
Path to Taloc the Corrupted
You can find Taloc just ahead after you’ve entered the raid. During the fight, you will be lowered to the second floor via the elevator (phase two and three).
- Tendril of Gore
- Coagulated Corruption Dodge!
Mistweaver Strategy
- Phase One: 60-35% health
- If affected by Plasma Discharge, run out of to a pre-designated location and drop off the Blood Storm pools (there will be several, each tick). You should also focus heal any with this debuff with Soothing Mist and Enveloping Mist if necessary.
- Run away as far as possible from the impact point of Cudgel of Gore to avoid heavy damage (damage drops off with distance). Taloc will cast it at one of the tanks at 100 energy, and the impact point will clear off any nearby Blood Storm pools. Use Essence Font and potentially Revival when the raid-wide damage hits.
- Don’t stand between Taloc and his Cudgel when he runs and Retrieve Cudgel, as he knocks back everyone in his way.
- Dodge the waves of Sanguine Static to avoid being knocked back.
- Elevator: 1min30sec
- Stand clear of the edge of the elevator and don’t fall down.
- Taloc is Powered Down during this phase and can’t be damaged.
- Volatile Droplets fixate on random players and explode with a knock back when hitting any player due to Combustible Fuel.
- You can also use Diffuse Magic/Fortifying Brew to pop the Volatile Droplet, preferably somewhere close to the middle of the platform to avoid getting knocked off.
- Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the tank to slowly kite them around the platform to leave melee room for damaging them.
HEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.
- When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.
- Phase Two: 35-0% health
- Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!
- Phase One: 100-60% health
- If affected by Plasma Discharge, run out of to a pre-designated location and drop off the Blood Storm pools.
- Run away as far as possible from the impact point of Cudgel of Gore to avoid heavy damage (damage drops off with distance). Taloc will cast it at one of the tanks at 100 energy, and the impact point will clear off any nearby Blood Storm pools.
- Don’t stand between Taloc and his Cudgel when he runs back to get it, as he knocks back everyone in his way.
- Dodge the waves of Sanguine Static to avoid being knocked back.
- Elevator: 1min30sec
- Stand clear of the edge of the elevator and don’t fall down.
- Taloc is Powered Down during this phase and can’t be damaged.
- Volatile Droplets fixate on random players and explode with a knock back when hitting any player due to Combustible Fuel.
- Use Leg Sweep and Ring of Peace to prevent Volatile Droplets from reaching players.
- Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the tank to slowly kite them around the platform to leave melee room for damaging them.
HEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.
- When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.
- Phase Two: 35-0% health
- Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!
- Phase One: 100-60% health
- Players with Plasma Discharge will drop Blood Storm pools at a pre-designated location.
- At 100 energy, if you are the tank fixated by Cudgel of Gore, run to the location with Blood Storm pools to let the Cudgel clear them off.
- Don’t stand between Taloc and his Cudgel when he runs back to get it, as he knocks back everyone in his way.
- Dodge the waves of Sanguine Static to avoid being knocked back.
- Elevator: 1min30sec
- Stand clear of the edge of the elevator and don’t fall down.
- Taloc is Powered Down during this phase and can’t be damaged.
- Volatile Droplets fixate on random players and explode with a knock back when hitting any player due to Combustible Fuel.
- Use Leg Sweep and Ring of Peace to prevent Volatile Droplets from reaching players.
- Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the you to slowly kite them around the platform to leave melee room for damaging them.
HEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.
- When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.
- Phase Two: 35-0% health
- Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!
Path to MOTHER
- Thrashing Crawg
- Rot-Fused Nazmani
Fungal Spores Dispel
- Blood-Engorged Larva
- Blood Swell
- Bloody Explosion Dodge!
Mistweaver Strategy
- You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.
- The Defense Grid causes line of sight, meaning that you can’t heal players on the other side.
- Each time a player walks through the grid, the whole raid take damage.
- Walking through the grid also spawns an Remnant of Corruption add in the room you just entered.
- The Remnant casts Clinging Corruption which needs to the interrupted or the whole raid take initial damage and then a 5-sec DoT.
- The raid has to send out small teams through the defense grid at all times to space out the damage. Size and number of groups depend on the size of the raid.
- Move out of Purifying Flame zones and don’t stand in its fire.
- Run against the Wind Tunnel pushback so you don’t get dragged into the fire at the other end of the room.
- Avoid standing in front of Mother to prevent getting the tank debuff Sanitizing Strike.
- When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.
HEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.
- At the final room, Mother will take increased damage due to Depleted Energy.
- The encounter ends when Mother hits 10% health remaining.
- You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.
- The Defense Grid causes line of sight.
- Each time a player walks through the grid, the whole raid take damage. Healers need to pop cooldowns for each pass, so save Revival for this.
- Walking through the grid also spawns an Remnant of Corruption add in the room you just entered.
- The Remnant casts Clinging Corruption which needs to the interrupted!
- Move out of Purifying Flame zones and don’t stand in its fire.
- Run against the Wind Tunnel pushback so you don’t get dragged into the fire at the other end of the room.
- Avoid standing in front of Mother to prevent getting the tank debuff Sanitizing Strike.
- When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.
HEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.
- At the final room, Mother will take increased damage due to Depleted Energy. Pop cooldowns!
- The encounter ends when Mother hits 10% health remaining.
- You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.
- The Defense Grid causes line of sight.
- Each time a player walks through the grid, the whole raid take damage.
- Walking through the grid also spawns an Remnant of Corruption add in the room you just entered.
- The Remnant casts Clinging Corruption which needs to the interrupted!
- Move out of Purifying Flame zones and don’t stand in its fire.
- Run against the Wind Tunnel pushback so you don’t get dragged into the fire at the other end of the room.
- Face Mother away from the raid so they won’t get the tank debuff Sanitizing Strike. Tank swap at 2-3 stacks of the debuff.
- When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.
HEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.
- At the final room, Mother will take increased damage due to Depleted Energy.
- The encounter ends when Mother hits 10% health remaining.
Ring of Containment
After MOTHER’s defeat, you gain access to the Ring of Containment. Here you can choose between three bosses: Zek’Voz (west), Vectis (north) and Fetid Devourer (east). Once you’ve defeated all three, you can finally go toe to toe with Zul, Reborn in the centre platform.
- Lower Half
- Corrupted Watcher
- Nazmani Warmother
Warcry WARNING!
- Brutal Strikes
- Nazmani Ascendant
- Blood Bolt
Blood Shield Interrupt
- Nazmani Reaver
- Savage Strike
- Transfusion
- Bloodstorm Dodge!
- Nazmani Chosen
- Blood Fenzy
- Sacrifice WARNING!
- Warmother Van’ji (east side)
- Brutal Strikes
Bellowing Roar Interrupt
Warcry WARNING!
- Warmother Ye’du (west side)
- Brutal Strikes
- Wild Leap Dodge!
Warcry WARNING!
- Upper Half
- Coagulated Blood
Roiling Blood Interrupt/Dispel
- Animated Rot
- Living Infection
Living Infection Interrupt/Dispel
- Faceless Devourer
- Coagulated Blood
Path to Fetid Devourer
- Malformed Creation
- Malformed Vulture
- Swoop Dodge!
- Malformed Lion
- Paw Strike
Roar of the Pride Interrupt/Offensive Dispel
- Malformed Raptor
- Hunting Leap Dodge!
Mistweaver Strategy
- The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit. Top up the off-tank whenever this ability is about to hit. Keep track of the boss’s Thrashing Terror buff to see at which cast he is at (3 stacks total, he depletes one stack with each melee hit).
- Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.
- Since raid-wide damage only hits a few times this fight, you will spend most of your time focus-healing the targets with Putrid Paroxysm. Remember to keep affected targets healthy before large incoming damage.
- 100 Energy: The Fetid Devourer casts Rotting Regurgitation, a frontal cone attack that must be avoided. Getting hit causes damage, knocks you back, and applies a stack of Malodorous Miasma.
- A pair of the 6 alcoves of the room, the Waste Disposal Units, will occasionally activate and flood the alcove with waste. Getting hit applies a stack of Malodorous Miasma.
- The waste also spawns an Corruption Corpuscle add. These should be killed before they finishes their Enticing Essence cast.
- If the cast goes through, the boss will run over and eat up the add with Consume Corruption, gaining health and energy.
- 50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. The damage buff will also cause the tanks to take higher damage!
HEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times. You might want to save Revival for this ability, as the raid-wide damage can be quite extensive.
HEROIC: Corruption Corpuscle will also heal while casting Enticing Essence, making them slightly more arduous to kill.
- The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit.
- Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.
- 100 Energy: The Fetid Devourer casts Rotting Regurgitation, a frontal cone attack that must be avoided. Getting hit causes damage, knocks you back, and applies a stack of Malodorous Miasma.
- A pair of the 6 alcoves of the room, the Waste Disposal Units, will occasionally activate and flood the alcove with waste. Getting hit applies a stack of Malodorous Miasma.
- The waste also spawns an Corruption Corpuscle add. These should be killed before they finishes their Enticing Essence cast.
- If the cast goes through, the boss will run over and eat up the add with Consume Corruption, gaining health and energy.
- 50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. Save cooldowns for this!
HEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times.
HEROIC: Corruption Corpuscle will also heal while casting Enticing Essence, making them slightly more arduous to kill.
- The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit. Keep track of the boss’s Thrashing Terror buff to see at which cast he is at (3 stacks total, he depletes one stack with each melee hit).
- Tank swap if the off-tank runs out of cooldown for the Terrible Thrash hit.
- Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.
- 100 Energy: The Fetid Devourer casts Rotting Regurgitation, a frontal cone attack that must be avoided. Getting hit causes damage, knocks you back, and applies a stack of Malodorous Miasma.
- A pair of the 6 alcoves of the room, the Waste Disposal Units, will occasionally activate and flood the alcove with waste. Getting hit applies a stack of Malodorous Miasma.
- The waste also spawns an Corruption Corpuscle add. These should be killed before they finishes their Enticing Essence cast. Tank the boss close to one of these adds so the melee can cleave it.
- If the cast goes through, the boss will run over and eat up the add with Consume Corruption, gaining health and energy.
- 50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. Save defensives for this!
HEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times.
HEROIC: Corruption Corpuscle will also heal while casting Enticing Essence, making them slightly more arduous to kill.
Path to Zek’voz, Herald of N’zoth
- Qiraj Scarab
Shifting Sands Interrupt – Single-target if buff is active.
- Silithid Hunter
Hunter Toxin Offensive Dispel
- Seeking Charge Dodge!
- Forgotten One
Mind Flay Interrupt
- Mind Slave – 10 sec duration, just CC while it lasts.
- Faceless Voidseeker
- Void Tendril
- Void Tendril
- Void Tendril Dodge!
- Void Tendril
- Tenebrous Onslaught Dodge!
- Void Tendril
- C’Thraxxi Breaker
- Crushing Darkness
- Shadow Crash Dodge!
Mistweaver Strategy
- Abilities Throughout the Fight:
- Titan Spark strikes several random targets periodically. You should always have Essence Font ready when Titan Spark has done a few hits on the raid.
- Might of the Void sequence: Void Lash, Shatter, Void Lash.
- Tanks need to swap in the sequence to avoid getting two stacks of Void lash. At NORMAL the stacks reduce healing taken by 25% per stack, at
HEROIC it’s 50% reduced healing.
- Non-tanks should never stand in front of the boss when Might of the Void sequence is about to hit off.
- Tanks need to swap in the sequence to avoid getting two stacks of Void lash. At NORMAL the stacks reduce healing taken by 25% per stack, at
- Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness. Save Revival for when the last ring has hit.
- Phase One: 100-65%
- Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.
HEROIC: Their Jagged Mandible cast will also slow the player.
- Spread out to avoid chaining the Eye Beam.
- Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.
- Phase Two: 65-30%
- Silithid Warriors will no longer spawn and the boss won’t cast Eye Beam.
- Anub’ar Voidweaver will spawn instead, casting Void Bolt which must be interrupted.
HEROIC: Voidweavers cannot be moved due to their Shadowbind. This will probably mean that you’ll need to set up a interrupt rotation on each mob.
- Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!
- Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable if there’s only one and you have a raid cooldown for it.
- Phase Three: 30-0%
-
- Anub’ar Voidweaver will no longer spawn and players won’t be afflicted with Roiling Deceit anymore.
- An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
- Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.
- Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.
- The affected players will try to fear their allies with Psionic Blast, which must be interrupted.
HEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).
- WARNING! : Fleeing players might hit the remaining Ominous Clouds and spawn Guardian of Yogg-Saron adds.
-
- Abilities Throughout the Fight:
- Titan Spark strikes several random targets periodically.
- Might of the Void sequence: Void Lash, Shatter, Void Lash. Don’t stand in front of the boss.
- Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness.
- Phase One: 100-65%
- Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.
HEROIC: Their Jagged Mandible cast will also slow the player.
- Spread out to avoid chaining the Eye Beam.
- Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.
- Phase Two: 65-30%
- Anub’ar Voidweaver will spawn, casting Void Bolt which should be interrupted.
HEROIC: Voidweavers cannot be moved due to their Shadowbind.
- Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!
- Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable.
- Anub’ar Voidweaver will spawn, casting Void Bolt which should be interrupted.
- Phase Three: 30-0%
-
- An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
- Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.
- Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.
- The affected players will try to fear their allies with Psionic Blast, which must be interrupted.
HEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).
- WARNING! : Fleeing players might hit the remaining Ominous Clouds and spawn Guardian of Yogg-Saron adds.
- An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
-
- Abilities Throughout the Fight:
- Titan Spark strikes several random targets periodically.
- Might of the Void sequence: Void Lash, Shatter, Void Lash. Switch with your off-tank to avoid getting two stacks of Void Lash!
- Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness.
- Phase One: 100-65%
- Silithid Warriors will spawn and fixate on random players.
HEROIC: Their Jagged Mandible cast will also slow the player.
- Spread out to avoid chaining the Eye Beam.
- Silithid Warriors will spawn and fixate on random players.
- Phase Two: 65-30%
- Anub’ar Voidweaver will spawn, casting Void Bolt which should be interrupted.
HEROIC: Voidweavers cannot be moved due to their Shadowbind.
- Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!
- Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable.
- Anub’ar Voidweaver will spawn, casting Void Bolt which should be interrupted.
- Phase Three: 30-0%
-
- An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
- Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.
- Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.
- The affected players will try to fear their allies with Psionic Blast, which must be interrupted.
HEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).
- WARNING! : Fleeing players might hit the remaining Ominous Clouds and spawn Guardian of Yogg-Saron adds.
- An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.
-
Path to Vectis
- Unworthy Vessel
- Nazmani Defiler
- Plague Bolt
- Congealed Plague Dodge!
- Speaker Obara
- Plague Bolt
- Congealed Plague Dodge!
- Blood Ritual Dodge!
Mistweaver Strategy
- Omega Vector (Present the entire fight)
- Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.
- When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
- The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.
- Phase One (1min 30sec)
- Tanks will be hit by Evolving Affliction, which stacks. Focus heal the tanks if they take 3 or more stacks.
- Vectis will cast Contagion, causing a pulse of nature damage to hit all players. On low stacks of Lingering Infection, you can get away with only Essence Font. On higher stacks towards the end of the fight, you’re going to need a raid cooldown for each one so save Revival for this ability.
- If targeted by Gestate, run out of the group before you get stunned. The debuff will pulse shadow damage to a random player, in addition to all players within 5yds.
- When the debuff expires after 5 seconds, a Plague Amalgam spawns.
- Plague Amalgam casts Immunosuppression non-stop to ALL players. It’s a healing absorb that can be quite fatal if the add gets too many casts through.
- Phase Two (35 sec)
- Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection.
- Vectis will cast waves of blood towards players with his Blood Geyser ability. Touching the blood applies a stack of Lingering Infection. Keep an eye out for his location and dodge the waves!
- Zones of Plague Bomb will spawn across the room, which must be soaked by a player to avoid spawning a Plague Amalgam add.
- When Vectis de-Liquefy, Phase One starts again.
- Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection.
- Omega Vector (Present the entire fight)
- Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.
- When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
- The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.
- When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
- Phase One (1min 30sec)
- Vectis will cast Contagion, causing a pulse of nature damage to hit all players. At high stacks of Lingering Infection, this hurts.
- If targeted by Gestate, run out of the group before you get stunned. The debuff will pulse shadow damage to a random player, in addition to all players within 5yds.
- When the debuff expires after 5 seconds, a Plague Amalgam spawns.
- Plague Amalgam casts Immunosuppression non-stop to ALL players. It’s a healing absorb that can be quite fatal if the add gets too many casts through. Kill fast!
- Phase Two (35 sec)
- Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection.
- Vectis will cast waves of blood towards players with his Blood Geyser ability. Touching the blood applies a stack of Lingering Infection. Keep an eye out for his location and dodge the waves!
- Zones of Plague Bomb will spawn across the room, which must be soaked by a player to avoid spawning a Plague Amalgam add. If these adds spawn, kill them quickly.
- When Vectis de-Liquefy, Phase One starts again.
- Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection.
- Omega Vector (Present the entire fight)
- Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.
- When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
- The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.
- When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.
- Phase One (1min 30sec)
- The tank debuff is Evolving Affliction, which stacks. Switch at 2-3 stacks or whenever it hurts too much.
- Vectis will cast Contagion, causing a pulse of nature damage to hit all players. At high stacks of Lingering Infection, this hurts.
- If targeted by Gestate, run out of the group before you get stunned. The debuff will pulse shadow damage to a random player, in addition to all players within 5yds.
- When the debuff expires after 5 seconds, a Plague Amalgam spawns.
- Plague Amalgam casts Immunosuppression non-stop to ALL players. It’s a healing absorb that can be quite fatal if the add gets too many casts through.
- Phase Two (35 sec)
- Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection.
- Vectis will cast waves of blood towards players with his Blood Geyser ability. Touching the blood applies a stack of Lingering Infection. Keep an eye out for his location and dodge the waves!
- Zones of Plague Bomb will spawn across the room, which must be soaked by a player to avoid spawning a Plague Amalgam add.
- When Vectis de-Liquefy, Phase One starts again.
- Vectis will Liquefy and cannot be targeted. He will then dart to a side of the room in blood pool-form. Avoid touching the pool as it applies a stack of Lingering Infection.
Path to Zul, Reborn
When the Fetid Devourer, Zek’voz and Vectis has been defeated in the upper Ring of Containment, you can finally take on Zul. He will spawn in the center platform of the Ring of Containment.
- Nazmani Veinsplitter
- Carve and Spit
- Violent Hemorrhage Dispel
- Nazmani Bloodweaver
Blood Bolt Interrupt
- Bursting Surge
Blood Frenzy Offensive Dispel
- Nazmani Dominator
- Daunting Presence WARNING! – Buffs nearby enemies.
Bloodshot Rage Offensive Dispel
- Wild Leap Dodge! – Brown swirls on the ground indicate impact point. Avoid the knock back!
Mistweaver Strategy
- Stage One: The Forces of Blood (100-40% health)
- Zul requires little tanking as he casts all the time; the tanks will be occupied with dealing with the adds. He can still be damaged and should be cleaved while engaging the adds.
- Zul: Will cast Shadow Barrage on random players and call allies with his Call of Blood ability. His most important ability is:
- Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius. Be ready with Essence Font!
- The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!
- Nazmani Crusher: Before it reaches 100 energy, tanks must kite it out of the raid to avoid having it buff its allies with Thrumming Pulse. It also casts a frontal Bloody Cleave, which must be avoided by non-tanks.
- Nazmani Bloodhexer: Casts Congeal Blood which spawns an Animated Ichor add.
- Animated Ichor: Although afflicted by Dripping Blood, it will try to reach Zul and heal him with Ichor Transfusion. Must be killed before that!
- Bloodhexers also cast Bloodshard which must be interrupted.
HEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.
- Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. Tanks should keep up mitigation to reduce the amount the Crawg heals itself with.
- At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. DPS must kill these before they reach 100 energy, otherwise it’s a close wipe!
HEROIC: Pool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.
- Stage Two: Zul, Awakened (40-0% Health)
- When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.
- Kill off the remaining adds from phase one.
- Avoid standing in front of Zul as his frontal cone applies the tank debuff Rupturing Blood.
- Tanks should swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.
- If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.
- Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. Detox them just before they reach the edge, as they will explode in a radius, in addition to having sets of Minion of Zul spawning.
HEROIC: Pool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.
- Stage One: The Forces of Blood (100-40% health)
- Kill adds while cleaving on the boss!
- Zul: Will cast Shadow Barrage on random players and call allies with his Call of Blood ability. His most important ability is:
- Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius.
- The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!
- Nazmani Crusher: Before it reaches 100 energy, tanks must kite it out of the raid to avoid having it buff its allies with Thrumming Pulse. It also casts a frontal Bloody Cleave, which must be avoided by non-tanks.
- Nazmani Bloodhexer: Casts Congeal Blood which spawns an Animated Ichor add.
- Animated Ichor: Although afflicted by Dripping Blood, it will try to reach Zul and heal him with Ichor Transfusion. Must be killed before that!
- Bloodhexers also cast Bloodshard which must be interrupted.
HEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.
- Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. Tanks should keep up mitigation to reduce the amount the Crawg heals itself with.
- At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. You must kill these before they reach 100 energy, otherwise it’s a close wipe!
HEROIC: Pool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and should use a defensive.
- Stage Two: Zul, Awakened (40-0% Health)
- When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.
- Kill off the remaining adds from phase one.
- Avoid standing in front of Zul as his frontal cone applies the tank debuff Rupturing Blood.
- Tanks should swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.
- If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.
- Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. When dispelled they will explode in a radius and sets of Minion of Zul will spawn.
HEROIC: Pool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.
- Stage One: The Forces of Blood (100-40% health)
- One tank will take care of the Nazmani Crusher while the other tank takes care of Nazmani Bloodhexer and Bloodthirsty Crawg. Zul should be tanked in the middle with the adds but will mostly just cast spells.
- Zul: Will cast Shadow Barrage on random players and call allies with his Call of Blood ability. His most important ability is:
- Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius.
- The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!
- Nazmani Crusher: Before it reaches 100 energy, tanks must kite it out of the raid to avoid having it buff its allies with Thrumming Pulse. It also casts a frontal Bloody Cleave, which deals massive damage to you. Use mitigation!
- Nazmani Bloodhexer: Casts Congeal Blood which spawns an Animated Ichor add.
- Animated Ichor: Although afflicted by Dripping Blood, it will try to reach Zul and heal him with Ichor Transfusion.
- Bloodhexers also cast Bloodshard which must be interrupted.
HEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.
- Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. You should keep up mitigation to reduce the amount the Crawg heals itself with.
- At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. You must kill these before they reach 100 energy, otherwise it’s a close wipe!
HEROIC: Pool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and should use a defensive.
- Stage Two: Zul, Awakened (40-0% Health)
- When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.
- Kill off the remaining adds from phase one.
- Face Zul away from the raid to avoid Rupturing Blood being applied to non-tanks.
- You should tank-swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.
- If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.
- Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. When dispelled they will explode in a radius and sets of Minion of Zul will spawn.
HEROIC: Pool of Darkness will spawn in random locations. These must be soaked by a player to avoid it pulsing Erupting Darkness on the raid. The soaking player will take damage from Absorbed in Darkness and must be spot-healed.
Path to Mythrax the Unraveler
Once you’ve defeated Zul, you can jump down the hole in the platform to get to Mythrax. BEWARE! The encounter activates as soon as you touch the floor.
- Trash
Mistweaver Strategy
- The fight starts as soon as you jump down to the encounter area!
- At 66% and 33% Mythrax will trigger phase two.
- Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.
- Phase One: Kill Mythrax
- Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
- The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.
- The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many.
- Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone. Mistweavers can use Ring of Peace to help.
- Breaking the orb’s charm effect on a player will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!
- Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.
- Help affected players out of the raid with a Tiger’s Lust and drop an Enveloping Mist on them before they run out of range.
- Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player.
HEROIC: On heroic, Mythrax will prevent players from spawning Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).
- Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
- Phase Two: Kill adds (~1 min timer)
-
- Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.
- Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.
- Sidestep Mythrax’s Obliteration Beam.
- Visions of Madness will spawn adds on random players that must be interrupted and killed.
- Two big adds, N’raqi Destroyer, will spawn. These must be tanked 40yds apart or Critical Mass will come into effect.
- Interrupt these adds Void Volley cast.
- They also cast Essence Shear like Mythrax, which means tanks must face them away from the raid.
-
- At 75%, 50% and 25% Mythrax will trigger phase two.
- Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.
- Phase One: Kill Mythrax
- Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
- The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.
- The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many.
- Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone.
- Breaking the orb’s charm effect/killing it will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!
- Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.
- Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player.
HEROIC: On heroic, Mythrax will prevent players from spawning Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).
- Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
- Phase Two: Kill adds (~1 min timer)
-
- Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.
- Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.
- Sidestep Mythrax’s Obliteration Beam.
- Visions of Madness will spawn adds on random players that must be interrupted and killed.
- Two big adds, N’raqi Destroyer, will spawn. These must be tanked 40yds apart or Critical Mass will come into effect.
- Interrupt these adds Void Volley cast.
- They also cast Essence Shear like Mythrax, which means tanks must face them away from the raid.
-
- At 75%, 50% and 25% Mythrax will trigger phase two.
- Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.
- Phase One: Kill Mythrax
- Face Mythrax away from the raid; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
- The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.
- The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many.
- Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone.
- Breaking the orb’s charm effect/killing it will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!
- Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.
- Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player.
HEROIC: On heroic, Mythrax will prevent players from spawning Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).
- Face Mythrax away from the raid; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.
- Phase Two: Kill adds (~1 min timer)
-
- Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.
- Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.
- Sidestep Mythrax’s Obliteration Beam.
- Visions of Madness will spawn adds on random players that must be interrupted and killed.
- Two big adds, N’raqi Destroyer, will spawn. These must be tanked 40yds apart or Critical Mass will come into effect.
- Interrupt these adds Void Volley cast.
- They also cast Essence Shear like Mythrax, which means you must face them away from the raid.
-
Path to G’huun
The path to G’huun does not have any trash packs. However, you will get a look at the Amorphous Cysts that you have to deal with in the G’huun fight later. These have patches of Undulating Mass around them that will only decrease in size if the cysts take damage.
Mistweaver Strategy
- Phase One
- Arena Floor
- The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.
- While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.
- G’huun will summon forth Cyclopean Terrors through his Thousand Maws ability. Interrupt as many of their Torment cast as possible and kill them.
- Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash and knocks them back, so keep the tanks topped up.
- Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.
- Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.
HEROIC: The mind control can’t be broken, and the player has to be slain.
- Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.
HEROIC: On heroic, getting hit by the Virulent Corruption orb afflicts you with Explosive Corruption as well. It can spread like a plague if players aren’t dodging orbs.
HEROIC: On heroic, the arena floor will have a new add, Blightspreader Tendril, whose Decaying Eruption cast needs to be interrupted. They also Burrow when their energy is depleted and switch location.
- Decaying Eruption does massive damage to the whole raid, so be ready with a fully charged Essence Font and maybe even a Revival.
- Upper Platforms
- Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
- Reorigination Blast does massive ticking damage to the raid. Be ready with Revival if you go low between ticks.
- While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn.
- Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.
- To top it off, the strike team will take ticking damage from Unclean Contagion!
- NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.
HEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.
- Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
- Arena Floor
- Phase Two
- When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination Blast, G’huun will crawl out from his hideout and tanks should pick him up immediately.
- More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!
- G’huun will no longer cast Thousand Maws and you won’t have to deal with those adds anymore. He will however still cast Explosive Corruption.
- G’huun will do increasing damage with Corrupting Bite on his main target due to Growing Corruption (stacking buff on himself). Tanks need to swap either when stacks get too high (4-6) or when one of them must run out with Explosive Corruption.
- G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.
HEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!
- You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.
- For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. Damage dealers should kill these as quickly as possible and healers need to take the spell casting interrupt into account.
- Phase Three: 20% health
- G’huun destroys the Reorigination Drive, making the raid unable to trigger anymore Reorigination Blasts.
- Blood Feast won’t be cast anymore either, so you’ll have to survive despite the endlessly stacking Putrid Blood.
- Explosive Corruption, Corrupting Bite and Wave of Corruption are still in play.
- The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.
- Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.
HEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.
- Phase One
- Arena Floor
- The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.
- While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.
- G’huun will summon forth Cyclopean Terrors through his Thousand Maws ability. Interrupt as many of their Torment cast as possible and kill them.
- Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash. Avoid standing in front of them!
- Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.
- Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.
HEROIC: The mind control can’t be broken, and the player has to be slain.
- Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.
HEROIC: On heroic, getting hit by the Virulent Corruption orb afflicts you with Explosive Corruption as well. It can spread like a plague if players aren’t dodging orbs.
HEROIC: On heroic, the arena floor will have a new add, Blightspreader Tendril, whose Decaying Eruption cast needs to be interrupted. They also Burrow when their energy is depleted and switch location.
- Upper Platforms
- Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
- Reorigination Blast does massive ticking damage to the raid. Be ready with Revival if you go low between ticks.
- While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn.
- Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.
- To top it off, the strike team will take ticking damage from Unclean Contagion!
- NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.
HEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.
- Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
- Arena Floor
- Phase Two
- When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination Blast, G’huun will crawl out from his hideout and tanks should pick him up immediately.
- More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!
- G’huun will no longer cast Thousand Maws and you won’t have to deal with those adds anymore. He will however still cast Explosive Corruption.
- G’huun will do increasing damage with Corrupting Bite on his main target due to Growing Corruption (stacking buff on himself).
- G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.
HEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!
- You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.
- For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. You should kill these as quickly as possible and healers need to take the spell casting interrupt into account.
- Phase Three: 20% health
- G’huun destroys the Reorigination Drive, making the raid unable to trigger anymore Reorigination Blasts.
- Blood Feast won’t be cast anymore either, so you’ll have to survive despite the endlessly stacking Putrid Blood.
- Explosive Corruption, Corrupting Bite and Wave of Corruption are still in play.
- The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.
- Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.
HEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.
- Phase One
- Arena Floor
- The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.
- While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.
- G’huun will summon forth Cyclopean Terrors through his Thousand Maws ability. Interrupt as many of their Torment cast as possible and kill them.
- Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash and knocks them back, so keep the tanks topped up.
- Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.
- Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.
HEROIC: The mind control can’t be broken, and the player has to be slain.
- Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.
HEROIC: On heroic, getting hit by the Virulent Corruption orb afflicts you with Explosive Corruption as well. It can spread like a plague if players aren’t dodging orbs.
HEROIC: On heroic, the arena floor will have a new add, Blightspreader Tendril, whose Decaying Eruption cast needs to be interrupted. They also Burrow when their energy is depleted and switch location.
- Upper Platforms
- Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
- Reorigination Blast does massive ticking damage to the raid. Be ready with Revival if you go low between ticks.
- While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn.
- Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.
- To top it off, the strike team will take ticking damage from Unclean Contagion!
- NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.
HEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.
- Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.
- Arena Floor
- Phase Two
- When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination Blast, G’huun will crawl out from his hideout and you should pick him up immediately.
- More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!
- G’huun will no longer cast Thousand Maws and you won’t have to deal with those adds anymore. He will however still cast Explosive Corruption.
- G’huun will do increasing damage with Corrupting Bite on his main target due to Growing Corruption (stacking buff on himself). You need to tank swap either when stacks get too high (4-6) or when one of them must run out with Explosive Corruption.
- G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.
HEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!
- You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.
- For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. Damage dealers should kill these as quickly as possible and healers need to take the spell casting interrupt into account.
- Phase Three: 20% health
- G’huun destroys the Reorigination Drive, making the raid unable to trigger anymore Reorigination Blasts.
- Blood Feast won’t be cast anymore either, so you’ll have to survive despite the endlessly stacking Putrid Blood.
- Explosive Corruption, Corrupting Bite and Wave of Corruption are still in play.
- The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.
- Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.
HEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.
Uldir, Halls of Control
- Uldir Normal & Heroic
- Mythic Taloc
- Mythic MOTHER
- Mythic Fetid Devourer
- Mythic Zek’voz
- Mythic Vectis
- Mythic Zul, Reborn
- Mythic Mythrax
- Mythic G’Huun