Post by Frida on Mar 26, 2016 15:23:50 GMT
Hellfire Assault Mythic
Recommended item level = 715 with legendary ring + 4 set.
Best composition = 2 tanks, 4 healers, 14 DPS (AOE & Cleave damage)
1. Nuke down Mar'tak down to 50%, do NOT use hero in this phase
2. Interrupt Fel Casters (only Incinerate)
3. At phase 2, two vehicles will spawn on either side. 1 tank, 2 healers and 7 DPS will move to each side and nuke them down.
4. Before nuking though, make sure no add is alive.
5. Healers take the boxes
6. Third phase is where we will use Hero, when the middle vehicle spawns. Use ring aswell. (Hectic phase).
7. Last phase is when Grute spawns, make sure to move out of the group when targeted by Cannonball
8. Two vehicles will spawn on either side again, split up and nuke.
9. Kill of remaining adds and get gear!
Small summary
Start the encounter with everybody in the middle and quickly deal with the first add spawns and Siegemaster Mar'tak. Stay spread and make sure that you don't get hit by two Howling Axes. The quicker you bring Siegemaster Mar'tak to 50%, the better to prevent deaths.
When she reaches 50%, she will flee and you will want to split the raid in two groups, left and right. Each group as their own responsibility to protect their Hellfire Cannon and also feeding it with Felfire Munitions. It's recommended to have classes with good mobility or blinks to deliver the Felfire Munitions to the cannons.
Always prioritize killing vehicles and save Bloodlust/ Heroism for when Grand Corruptor U'rogg and Grute spawns. Use all cooldowns and burn them down as quick as you can.
Be careful with the Gorebound Felcasters. When they use Metamorphosis you will want to prioritize them and use a raid cooldown if you have a lot of them with Metamorphosis up at the same time. They hurt.
If you keep up with the adds and deliver all the Felfire Munitions, then you will soon have your first Mythic boss encounter down!
Iron Reaver Mythic
Recommended item level = 720 with legendary ring + 4 set.
Best composition = 2 tanks, 5 healers, 13 DPS (Ranged, Single Target)
1. Spread out 10 meters during the fight
2. Firebombs will spawn with the boss this time, they will have TOP priority for DPS.
3. Healers, prepare cooldowns for third pounding
4. In air phase, when you are affected by Artillery, ignore the bombs and move as far away as you can from the group!
5. We make two groups for the air phase. 1 group stands close to the iron fence (door to hellfire) group 2 stand close to the exit of hellfire (green fence). (1T,2H,6DPS&1T,3H,7DPS)
6. Bomb priority during this phase = Quick-Fuse > Burning > Reinforced. Reactive bombs are normally for the tanks to handle.
7. When the boss lands ignore him if there are still bombs alive.
8. Repeat, but hopefully it's dead by then.
Small summary:
Iron Reaver on Mythic is very similar to its heroic and normal versions. The difference in phase 1 are extra bombs to kill and in phase 2 you will have different bombs that you have to take care off in a timely manner before they explode.
To start phase 1, you will want to split your raid up in 3-4 groups around the boss, be spread out to avoid multiple Unstable Orb hits and have healers in range of most of the raid. When the mythic only Firebombs are launched, avoid their telegraph on the ground and kill them off before they explode. They are the priority in this phase.
When the boss targets someone for barrage, move out of the cone in front of the boss to avoid the hits, the same applies to Blitz. When the boss turns towards you in this fight – it's usually a sign that you should move.
The tanks will be targeted by Artillery in this phase, the timers on Artillery are somewhat weird. They do not have a specific cool down and may seem randomly applied. When a tank is targeted by Artillery, have him/her move away from the raid towards the exit of the room (or, if you decide to swap around the positioning the entrance after a phase 2). The Artillery will deal heavy damage and a tank should try to always have a cooldown or damage reduction/absorb up before the explosion to avoid dropping too low or dying.
After the second set of Blitz's the boss will takeoff and you will enter phase 2, where new bombs await you in mythic. Outside of the new bombs the mechanics are the same. If you are targeted by Artillery you move to the edges of the room but try to be spread between the 3 players targeted. Avoid the Fuel Streak and following Flash Fire all while keeping up with killing or taking care of the bombs.
To take care of the bombs in a timely matter, you want to split up the raid in 4 groups and have an equal amount of damage dealers assigned to each quadrant. Keep in mind that if there are no bombs for that specific group they are expected to help out others!
Kormrok Mythic
Recommended item level = 720 with legendary ring + 4 set.
Best composition = 2 tanks, 4 healers, 14 DPS
1. When he leaps in a pool, spread out througout the whole room (we will assign the circles before pull)
2. We start at green. Don't pop any cooldown just yet.
3. Stack behind boss by the orange pool for dragging hands
4. Free the tank out of the crushing hand
5. Avoid waves at all costs (you may even stand in bad stuff). Preplan your movement.
6. Ranged soak the runes (use a defensive cooldown for those)
7. When he leaps again, go to your designated spot
8. Move the runes towards each other preferable two hunters with deterrance on.
9. Taunt off main tank for explosive burst. Move the boss away from the main tank.
10. Last leap (purple) means go to designated spot to soak and make space for raid.
11. Use hero, ring and cooldowns during this last and very hectic phase. If we survive, it's likely a kill.
Extended summary
The ability rotation and what abilities he will do at what point will change depending on which pool is closest to the boss at different points.
Start of the encounter by pulling him towards the orange pool to get him to leap into it. Once he leaps into the pool, the raid needs to be ready to soak the residue that will spew out from it.
It's very important that you soak enough of them and in the middle of the room, as otherwise you will have nowhere to stand and it will make it a billion times more difficult to execute the encounter.
We recommend you to use the addon Exorsus Raid Tools to easy assign soaking spots. The addon will give each player an arrow which indicates where they need to stand.
After you have soaked the residue, Empowered Explosive Runes will be next. You will want to use 2 rogues with Feint and Cloak of Shadows to soak these. They will still require a lot of healing so healers should always keep them topped at this point.
The runes spawns in a circle around the exact middle of the room, and the rogues will want to start at the same location. One rogue will run clockwise and the other one counter-clockwise. And they will meet up on the opposite side, and if everything was done correctly you will get rid of every Explosive Rune.
It's very important when doing this soaking that you always soak it with the character facing the next rune. Also it's important that nobody else soaks any of the runes as it will only make the rogue's job more difficult.
After this, Grasping Hands will come, and you will want to stack up behind the boss in the size of a druids Mushroom. Not exactly all on top of each other as that will one shot you. Rotate cooldowns such as Spirit Link Totem, Power Word: Barrier, and Devotion Aura.
Next up is Fel Outpouring, it will be a simple one from purple that's very easy to dodge. Stay spread out while dodging it as Pound will happen next. For Pound you will want to use cooldowns such as Tranquility, Healing Tide Totem, Ascendance, Revival, etc.
After this there will be another Empowered Explosive Rune, deal with it as before. And get into the raids soaking positions as he will Leap again and spew out more residue. Quickly after soaking it get into position for Dragging Hands again. Kill the hands quickly and spread out for the following Pound.
After that there will be another simple Fel Outpouring and then once again spread for Pound.
After that you will want to stack up again for Empowered Dragging Hands, kill these extremely quick as they will drag you into the pool. And very shortly after Kormrok will leap once again, so you will need to get into position for soaking the residue. And now the most difficult part of the encounter begins if you didn't kill him already with high raid dps.
Fel Outpouring will occur from all the pools, and there will be a lot of globules to dodge. And Pound happening at the same time. Use personal cooldowns here and a strong raid cooldown to survive this.
High Council Mythic
Recommended item level = 720 with legendary + 4 set.
Best composition = 2 tanks, 5 healers, 13 DPS (Single Target)
1. Tank Dia 30 meters away from Gurtogg and Blademaster
2. Ranged stack on orange marker
3. When affected by reap move to the walls as far away as possible
4. Ranged should follow the nipple during the fight, except when he / she has reap.
5. When Gurtogg is dead, focus on Blademaster and try to DPS all his mirror images
6. Use Hero after Gurtogg dies so that Blademaster can only cast 1 mirror image
7. Nuke Dia down and it's a GG.
The encounter takes about 10 minutes to defeat. While there's no true Berserk timer, you will end up dying to the Final Hour abilities of all three bosses if your DPS is not good enough.
Pull
Begin the fight by moving Gurtogg and Jubei'thos at least 25 yards towards the wall on your right and keep Dia Darkwhisper where she is. If either of the bosses become immune to damage from Dia's Void Haze, move a few yards more. If you have any Unholy Death Knights, you can try to keep the distance between the bosses as close to 25 yards as possible to allow them to spread their DoT effects.
First things first: don't use any DPS cooldown that has a cooldown of more than two minutes. Gurtogg will fall below 30% health after around two minutes, and you'll want all DPS cooldowns as well as Bloodlust available at this point.
Focus all your damage on Gurtogg from the start. He has the lowest health pool of all bosses, Bloodboil is annoying to deal with and his Final Hour ability Tainted Blood is the least lethal of all three; he is therefore the weakest link in the trio and the first one to die.
While you DPS Gurtogg down to 30%, you'll get to know most abilities of the fight: Bloodboil, Fel Rage, Felstorm, Fel Blade, Mark of the Necromancer and Reap.
Bloodboil
Create two groups A and B consisting of a mixture of 5 Ranged DPS and Healers. Have everyone except Dia's Tank and group A stack exactly on top of Gurtogg, so that Bloodboil will hit only those in group A as well as Dia's Tank. Once group A has accumulated 5 stacks of Bloodboil, move group A on top of Gurtogg and group B outside. Once group B is at 5 stacks, change positions again. Repeat until Gurtogg dies. Dia's tank will always be hit by Bloodboil, and you can use Hand of Protection to remove their stacks once Bloodboil starts dealing too much damage on them.
Fel Rage
You'll get at least two and at most three casts of Fel Rage before Gurtogg dies. Make sure to not move the boss and continue DPSing/healing as normal. Healers need to pay extra attention to the target of Fel Rage as the boss is swinging at them.
Felstorm and Fel Blade
Both of these abilities have very little impact. Felstorm does little raidwide damage and is easily outhealed. Fel Blade inflicts medium damage, but is easily avoided due to the green arrow indicator during the bosses cast.
Mark of the Necromancer and Reap
Healers need to pay attention to all targets of Mark of the Necromancer. The damage it's dealing to each target is indicated by the color of the debuff: Purple indicates low, yellow medium, and red high damage. Once the damage becomes too high to safely outheal, dispel the Marks.
When Dia Darkwhisper casts Reap, all players that are currently inflicted by Mark of the Necromancer will create a small void zone under their feet and have their Mark removed. When this occurs, you'll want to move swiftly to your left (that is, towards Dia) during the four seconds of the cast and make sure to not stack up with anybody else. A good practice here is to not use your movement abilities ( Blink, Heroic Leap) to get out, but rather to "slowly" run out using only your feet, and then using said movement abilities to get back into your position. This will help you avoid situations where multiple people jump out at the last second, only to end up at the same spot and killing each other.
One thing that can quickly mess up your positioning and possibly kill a bunch of people is when Marks of the Necromancers get dispelled during a Reap cast. Three new targets will be affected by Mark of the Necromancer, and without time to react and run away, the Reap that's being cast will cause them to spawn void zones right inside the raid camp. Healers must therefore be on their toes and always have an eye on the Reap timer.
Wailing Horror
Wailing Horror is indicated by the rooms floor filling with purple fog. When this happens, the raid must be gathered up close to a wall, but make sure that the assigned Bloodboil groups are still doing their job. Simply zoom out and aim your camera at the wall in front of you. If there's a ghost spawning that'd fly over you, move to the side. Getting hit by just one of the ghosts is often lethal.
Killing Gurtogg
Once Gurtogg reaches 30% health, use ALL your DPS cooldowns, Legendary Rings and Bloodlust, and kill him off as fast as possible. With a bit of luck, he'll be dead before the third stack of Tainted Blood is applied. Once he's dead, the fight becomes a lot easier, as you won't have to deal with Bloodboil anymore. The whole raid can now stack up on top of Jubei'thos - just make sure to keep avoiding Fel Blade.
The next step of the plan is to bring Jubei'thos to 30% and Dia Darkwhisper to a safe 45%, with the intention of killing off Jubei'thos and without accidentally bringing Dia Darkwhisper below 30% while doing so. Put all Melee DPS on Jubei'thos and balance Ranged DPS on Dia Darkwhisper and Jubei'thos depending on both bosses health values. Void zones spawned by Reap will force you to adjust the raids position to the right from now on. If you can't stand next to the wall, it means you have to move further right. Dia's tank needs to make sure to keep up with the raid, or they'll end up out of healing range and die. While you DPS Dia Darkwhisper and Jubei'thos, you'll encounter one more mechanic: Windwalk.
Windwalk
Jubei'thos will disappear and summon many Mirror Images throughout the room. You'll have to kill all of these, but do it slowly. Recklessly running into the middle to hit them all will make it harder to heal you, and it becomes very difficult to dodge all of the Fel Blades that are being cast by the Mirror Images. So: stay put where you are and slowly work your way through the Mirror Images. After a few of them are dead, move to the center and kill the rest. It is of utmost importance that once Windwalk is over you move back to a wall; otherwise you'd easily die to the next Wailing Horrors.
Killing Jubei'thos
The fight continues as normal as Jubei'thos drops below 30%. His Final Hour: Wicked Strike will start inflicting increasing damage to the raid about every 11 seconds, however, this is only relevant to healers and has no impact on the strategy. He might cast another Windwalk while he's below 30%, but he doesn't cast Wicked Strike during this time, and the Mirror Images have very little health. Make sure you don't accidentally bring Dia Darkwhisper below 30% health, though. Once Jubei'thos dies, he will continue casting Wicked Strike.
Killing Dia
The last remaining member the trio is Dia, who should be below 40% health by now. Once she drops below 30%, she casts a final Reap, followed by casting Mark of the Necromancer on half the remaining raid. The damage dealt by these Marks quickly becomes unhealable; finish Dia Darkwhisper before she finishes you and use all healing and DPS cooldowns at your disposal.
Kilrogg Mythic
Recommended item level = 720 with legendary + 4 set.
Best composition = 2 tanks, 5 healers, 13 DPS (Single Target)(DK with Death Grip / Mass grip)
1. Assign some players to slow or root the Salivating Bloodthirsters.
2. Assign (partial) groups to go down into the visions of death. They cannot re-enter for 5 minutes so you will need a good rotation.
3. Tank swap the first few Hulking Berserkers as to not reach 100 Fel Corruption.
4. Soak the Fel Puddles before going into the visions of death.
5. Reduce your Fel Corruption by standing near the healer with Cleansing Aura if it goes up too high.
6. Keep priority on all the adds in the fight and bloodlust below 50%.
As in Heroic, you want to take general positions so that there is room to spawn the Globules from the Heart Seeker far away, make use of gateways and/or teleports and blinks to get as far to the entrance as possible while keeping the boss positioned near the blood pool.
Keep the boss near the skull, while facing it to the green marker. This will be where the Visions of Death will always be spawned. This way, the tanks or melee will not be in the path of the Heart Seeker, which should be placed as far to the entrance at the room as the target can go in the yellow area. Ranged players and healers should spread on the sides, both left and right. Now you just need to keep up with all the adds that the boss throws at you. Keep killing the Blood Globules and Salivating Bloodthirsters before they reach the boss or blood pool.
The Hulking Berserkers can be tanked on top of the boss until they are about to die. You want to make sure they die on the triangle, and spawn the Mythic Fel Puddle there. This Fel Puddle can then in turn be soaked by the next group going down into Visions of Death, resetting the Fel Corruption they gained that way together with any Heart Seeker debuff they had. It's important to note that unlike heroic, the tanks will need to tank swap after each Hulking Berserker because their Fel Corruption will otherwise reach a 100. This will not be needed anymore after the first group comes up from the Vision of Death as from then on you can reduce your Fel Corruption enough for it to be irrelevant.
As the fight progresses, things will get easier until 50%, where Kilrogg will now start throwing additional Heart Seekers, increasing the pressure to kill the Blood Globules in time before they reach the boss. At this point you will want to use bloodlust/heroism once a group comes out of the Visions of Death to maximize their output. If anyone is high on Fel Corruption they should find the healer with the Cleansing Aura and reduce it by standing in the circle around him/her.
Gorefiend Mythic
Recommended item level = 725 with legendary + 4 set.
Best composition = 2 tanks, 4 healers, 14 DPS.
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Assignments
Assign ...
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Pull
Ranged players can already spread out five yards from each other before the pull, and stay spread out throughout the fight to avoid damage from Surging Shadows. Do not use any cooldown longer than two minutes on pull; the boss channels Feast of Souls after two minutes into the fight, during which he takes 100% more damage.
Shadow of Death
About two seconds into the fight, two ranged or melee DPSers will be affected by Shadow of Death, followed by a Tank a moment later. These players must quickly move to the Square mark. We in Method decided to choose this rather remote Square mark in order to avoid damaging the Corrupted Souls of these players with uncontrollable cleave and area damage like Chimera Shot and Prophecy of Fear's Doom Nova. It is important that these first Corrupted Souls don't get killed early, because they play an integral part in quickly DPSing the first Enraged Spirit in Gorefiend's stomach below 70% health.
DPS players inside the stomach need to maximize their damage on Shadowy Constructs. Use slows, roots and stuns to prevent them from reaching the center of the room. Shadowy Constructs only have about a third of the maximum health of Gorebound Constructs in the main boss room - this practically means you're doing triple DPS while in Gorefiend's stomach! Once a Tank gets teleported into the stomach and an Enraged Spirit spawns, the tank must gain aggro from it immediately and DPSers have to quickly bring it down to 70% health.
After twenty seconds, Gorefiend will affect two healers with Shadow of Death. Make sure that those two run to the Triangle mark within the five seconds they have before dying. Once inside, heal any Tortured Essence you see to full.
At this point, you'll have two to three Corrupted Souls on the Square mark, and two Corrupted Souls on the Triangle mark. The players assigned to these marks need to pay attention to every Souls Resising-cast, and kill them before it completes. Continue this until the fight ends!
From now on, all DPS players that are affected by Shadow of Death will move to the Cross mark. You'll lose less boss and add DPS by having one assigned melee cleaving them down, instead of having a caster using all their time and resources on them at the Square mark. Once again, the melee DPS that's assigned to the Cross mark has to make sure that the Corrupted Souls don't die too early or too late.
Other Abilities
The other abilities of Gorefiend behave like they do on Heroic difficulty and will occur throughout the entire fight.
Deal with Shared Fate by quickly moving towards the rooted player. If you're too slow, you and the other linked players might end up dying to Shared Fate's damage. Make sure to spread out again quickly after breaking the links to reduce damage taken from Surging Shadows.
Dodge the pattern of explosions created by Crushing Darkness. You have a lot of time to do so, and you should use this time to avoid stacking up with your allies.
Touch of Doom deals massive damage to allies in close proximity to you when it expires. Gorefiend affects three targets at once with Touch of Doom on Mythic difficulty. Make sure to move as far to an edge of the room as you can to minimize raid damage. Try to explode the three Touch of Dooms far away from each other to reduce damage done to yourselves and nearby allies. If you have personal survivability cooldowns available, use them as Touch of Doom expires to place your Doom Well on top of an old one. Doom Wells are the only mechanic that make the fight more difficult over time, so it's important to lose as little room as possible when spawning new ones.
Adds
It's easy to get overwhelmed by adds on Gorefiend. All ranged DPSers that aren't assigned to a mark need to switch to adds whenever one spawns in their proximity. Once you can manage to keep up with adds, you'll very likely beat the encounter.
Gorebound Construct
Slow these and kill them as soon as possible. Their movement speed ramps up very quickly and if they reach their target it's an almost guaranteed death. Tip: it's possible that they spawn very close to you or even right under your character and fixate you, but there's a grace period of a few seconds between spawn and fixate. Move away before it's too late! Once a Gorebound Construct dies, whichever player was fixated by it has to spread out 5 yards again.
Gorebound Essence
Highest priority target in this encounter. If left alive for too long, they'll inflict massive raid damage and wipe the raid. It's advised for melees to target switch to Gorebound Essences if they spawn with high health - even if it means losing overall DPS!
Gorebound Spirit
These should mainly be taken care of by melees. Tank them in the melee radius of Gorefiend. Tank swap on Gorefiend and Gorebound Spirit once you accumulated too many stacks of Fel Flames - use tank cooldowns! Ranged DPSers should target Gorebound Spirits over Gorefiend when there's no other add to DPS.
Feast of Souls
After two, five and eight minutes into the fight Gorefiend will begin channeling Feast of Souls. He'll receive 100% extra damage taken and inflict massive raid damage for one minute. Stack up in front of the boss, use Time Warp, DPS and healing cooldowns and finish off any adds that are still alive. Set up a rotation of major healing cooldowns ( Tranquility, Revival, Healing Tide Totem, etc) to avoid using them all at once.
Each raid member that's affected with Gorefiend's Corruption will have to soak an Unstable Soul to remove it. Unstable Souls spawn in the back of the room and slowly move towards the boss. They can be soaked by moving into them. Doing so will not only remove the soaking players Gorefiend's Corruption, but also inflict moderate raid wide damage as well as additional damage in a 10-yard radius; soak them before they're too close to the boss in order to avoid unnecessary raid damage. It's advised to have healers removing their Gorefiend's Corruption first, so that they can stand still for the remainder of Feast of Souls and heal. Afterwards, send players in groups of two or three to soak Unstable Souls. Once everyone's Gorefiend's Corruption has been removed, tanks can soak the remaining ones.
After Feast of Souls ends, the fight practically starts over. Repeat three times and the boss dies!
Class Tips
Druid: Faerie Swarm is an amazing slow for Gorebound Constructs and Shadowy Constructs.
Arcane Mage: Glyph of Slow will give you free Slows.
Marksmanship Hunter: Carry the raid by taking advantage of Careful Aim and Kill Shot to damage all the adds.
Destruction Warlock: Shadowburn everything!
Recommended item level = 715 with legendary ring + 4 set.
Best composition = 2 tanks, 4 healers, 14 DPS (AOE & Cleave damage)
1. Nuke down Mar'tak down to 50%, do NOT use hero in this phase
2. Interrupt Fel Casters (only Incinerate)
3. At phase 2, two vehicles will spawn on either side. 1 tank, 2 healers and 7 DPS will move to each side and nuke them down.
4. Before nuking though, make sure no add is alive.
5. Healers take the boxes
6. Third phase is where we will use Hero, when the middle vehicle spawns. Use ring aswell. (Hectic phase).
7. Last phase is when Grute spawns, make sure to move out of the group when targeted by Cannonball
8. Two vehicles will spawn on either side again, split up and nuke.
9. Kill of remaining adds and get gear!
Small summary
Start the encounter with everybody in the middle and quickly deal with the first add spawns and Siegemaster Mar'tak. Stay spread and make sure that you don't get hit by two Howling Axes. The quicker you bring Siegemaster Mar'tak to 50%, the better to prevent deaths.
When she reaches 50%, she will flee and you will want to split the raid in two groups, left and right. Each group as their own responsibility to protect their Hellfire Cannon and also feeding it with Felfire Munitions. It's recommended to have classes with good mobility or blinks to deliver the Felfire Munitions to the cannons.
Always prioritize killing vehicles and save Bloodlust/ Heroism for when Grand Corruptor U'rogg and Grute spawns. Use all cooldowns and burn them down as quick as you can.
Be careful with the Gorebound Felcasters. When they use Metamorphosis you will want to prioritize them and use a raid cooldown if you have a lot of them with Metamorphosis up at the same time. They hurt.
If you keep up with the adds and deliver all the Felfire Munitions, then you will soon have your first Mythic boss encounter down!
Iron Reaver Mythic
Recommended item level = 720 with legendary ring + 4 set.
Best composition = 2 tanks, 5 healers, 13 DPS (Ranged, Single Target)
1. Spread out 10 meters during the fight
2. Firebombs will spawn with the boss this time, they will have TOP priority for DPS.
3. Healers, prepare cooldowns for third pounding
4. In air phase, when you are affected by Artillery, ignore the bombs and move as far away as you can from the group!
5. We make two groups for the air phase. 1 group stands close to the iron fence (door to hellfire) group 2 stand close to the exit of hellfire (green fence). (1T,2H,6DPS&1T,3H,7DPS)
6. Bomb priority during this phase = Quick-Fuse > Burning > Reinforced. Reactive bombs are normally for the tanks to handle.
7. When the boss lands ignore him if there are still bombs alive.
8. Repeat, but hopefully it's dead by then.
Small summary:
Iron Reaver on Mythic is very similar to its heroic and normal versions. The difference in phase 1 are extra bombs to kill and in phase 2 you will have different bombs that you have to take care off in a timely manner before they explode.
To start phase 1, you will want to split your raid up in 3-4 groups around the boss, be spread out to avoid multiple Unstable Orb hits and have healers in range of most of the raid. When the mythic only Firebombs are launched, avoid their telegraph on the ground and kill them off before they explode. They are the priority in this phase.
When the boss targets someone for barrage, move out of the cone in front of the boss to avoid the hits, the same applies to Blitz. When the boss turns towards you in this fight – it's usually a sign that you should move.
The tanks will be targeted by Artillery in this phase, the timers on Artillery are somewhat weird. They do not have a specific cool down and may seem randomly applied. When a tank is targeted by Artillery, have him/her move away from the raid towards the exit of the room (or, if you decide to swap around the positioning the entrance after a phase 2). The Artillery will deal heavy damage and a tank should try to always have a cooldown or damage reduction/absorb up before the explosion to avoid dropping too low or dying.
After the second set of Blitz's the boss will takeoff and you will enter phase 2, where new bombs await you in mythic. Outside of the new bombs the mechanics are the same. If you are targeted by Artillery you move to the edges of the room but try to be spread between the 3 players targeted. Avoid the Fuel Streak and following Flash Fire all while keeping up with killing or taking care of the bombs.
To take care of the bombs in a timely matter, you want to split up the raid in 4 groups and have an equal amount of damage dealers assigned to each quadrant. Keep in mind that if there are no bombs for that specific group they are expected to help out others!
Kormrok Mythic
Recommended item level = 720 with legendary ring + 4 set.
Best composition = 2 tanks, 4 healers, 14 DPS
1. When he leaps in a pool, spread out througout the whole room (we will assign the circles before pull)
2. We start at green. Don't pop any cooldown just yet.
3. Stack behind boss by the orange pool for dragging hands
4. Free the tank out of the crushing hand
5. Avoid waves at all costs (you may even stand in bad stuff). Preplan your movement.
6. Ranged soak the runes (use a defensive cooldown for those)
7. When he leaps again, go to your designated spot
8. Move the runes towards each other preferable two hunters with deterrance on.
9. Taunt off main tank for explosive burst. Move the boss away from the main tank.
10. Last leap (purple) means go to designated spot to soak and make space for raid.
11. Use hero, ring and cooldowns during this last and very hectic phase. If we survive, it's likely a kill.
Extended summary
The ability rotation and what abilities he will do at what point will change depending on which pool is closest to the boss at different points.
Start of the encounter by pulling him towards the orange pool to get him to leap into it. Once he leaps into the pool, the raid needs to be ready to soak the residue that will spew out from it.
It's very important that you soak enough of them and in the middle of the room, as otherwise you will have nowhere to stand and it will make it a billion times more difficult to execute the encounter.
We recommend you to use the addon Exorsus Raid Tools to easy assign soaking spots. The addon will give each player an arrow which indicates where they need to stand.
After you have soaked the residue, Empowered Explosive Runes will be next. You will want to use 2 rogues with Feint and Cloak of Shadows to soak these. They will still require a lot of healing so healers should always keep them topped at this point.
The runes spawns in a circle around the exact middle of the room, and the rogues will want to start at the same location. One rogue will run clockwise and the other one counter-clockwise. And they will meet up on the opposite side, and if everything was done correctly you will get rid of every Explosive Rune.
It's very important when doing this soaking that you always soak it with the character facing the next rune. Also it's important that nobody else soaks any of the runes as it will only make the rogue's job more difficult.
After this, Grasping Hands will come, and you will want to stack up behind the boss in the size of a druids Mushroom. Not exactly all on top of each other as that will one shot you. Rotate cooldowns such as Spirit Link Totem, Power Word: Barrier, and Devotion Aura.
Next up is Fel Outpouring, it will be a simple one from purple that's very easy to dodge. Stay spread out while dodging it as Pound will happen next. For Pound you will want to use cooldowns such as Tranquility, Healing Tide Totem, Ascendance, Revival, etc.
After this there will be another Empowered Explosive Rune, deal with it as before. And get into the raids soaking positions as he will Leap again and spew out more residue. Quickly after soaking it get into position for Dragging Hands again. Kill the hands quickly and spread out for the following Pound.
After that there will be another simple Fel Outpouring and then once again spread for Pound.
After that you will want to stack up again for Empowered Dragging Hands, kill these extremely quick as they will drag you into the pool. And very shortly after Kormrok will leap once again, so you will need to get into position for soaking the residue. And now the most difficult part of the encounter begins if you didn't kill him already with high raid dps.
Fel Outpouring will occur from all the pools, and there will be a lot of globules to dodge. And Pound happening at the same time. Use personal cooldowns here and a strong raid cooldown to survive this.
High Council Mythic
Recommended item level = 720 with legendary + 4 set.
Best composition = 2 tanks, 5 healers, 13 DPS (Single Target)
1. Tank Dia 30 meters away from Gurtogg and Blademaster
2. Ranged stack on orange marker
3. When affected by reap move to the walls as far away as possible
4. Ranged should follow the nipple during the fight, except when he / she has reap.
5. When Gurtogg is dead, focus on Blademaster and try to DPS all his mirror images
6. Use Hero after Gurtogg dies so that Blademaster can only cast 1 mirror image
7. Nuke Dia down and it's a GG.
The encounter takes about 10 minutes to defeat. While there's no true Berserk timer, you will end up dying to the Final Hour abilities of all three bosses if your DPS is not good enough.
Pull
Begin the fight by moving Gurtogg and Jubei'thos at least 25 yards towards the wall on your right and keep Dia Darkwhisper where she is. If either of the bosses become immune to damage from Dia's Void Haze, move a few yards more. If you have any Unholy Death Knights, you can try to keep the distance between the bosses as close to 25 yards as possible to allow them to spread their DoT effects.
First things first: don't use any DPS cooldown that has a cooldown of more than two minutes. Gurtogg will fall below 30% health after around two minutes, and you'll want all DPS cooldowns as well as Bloodlust available at this point.
Focus all your damage on Gurtogg from the start. He has the lowest health pool of all bosses, Bloodboil is annoying to deal with and his Final Hour ability Tainted Blood is the least lethal of all three; he is therefore the weakest link in the trio and the first one to die.
While you DPS Gurtogg down to 30%, you'll get to know most abilities of the fight: Bloodboil, Fel Rage, Felstorm, Fel Blade, Mark of the Necromancer and Reap.
Bloodboil
Create two groups A and B consisting of a mixture of 5 Ranged DPS and Healers. Have everyone except Dia's Tank and group A stack exactly on top of Gurtogg, so that Bloodboil will hit only those in group A as well as Dia's Tank. Once group A has accumulated 5 stacks of Bloodboil, move group A on top of Gurtogg and group B outside. Once group B is at 5 stacks, change positions again. Repeat until Gurtogg dies. Dia's tank will always be hit by Bloodboil, and you can use Hand of Protection to remove their stacks once Bloodboil starts dealing too much damage on them.
Fel Rage
You'll get at least two and at most three casts of Fel Rage before Gurtogg dies. Make sure to not move the boss and continue DPSing/healing as normal. Healers need to pay extra attention to the target of Fel Rage as the boss is swinging at them.
Felstorm and Fel Blade
Both of these abilities have very little impact. Felstorm does little raidwide damage and is easily outhealed. Fel Blade inflicts medium damage, but is easily avoided due to the green arrow indicator during the bosses cast.
Mark of the Necromancer and Reap
Healers need to pay attention to all targets of Mark of the Necromancer. The damage it's dealing to each target is indicated by the color of the debuff: Purple indicates low, yellow medium, and red high damage. Once the damage becomes too high to safely outheal, dispel the Marks.
When Dia Darkwhisper casts Reap, all players that are currently inflicted by Mark of the Necromancer will create a small void zone under their feet and have their Mark removed. When this occurs, you'll want to move swiftly to your left (that is, towards Dia) during the four seconds of the cast and make sure to not stack up with anybody else. A good practice here is to not use your movement abilities ( Blink, Heroic Leap) to get out, but rather to "slowly" run out using only your feet, and then using said movement abilities to get back into your position. This will help you avoid situations where multiple people jump out at the last second, only to end up at the same spot and killing each other.
One thing that can quickly mess up your positioning and possibly kill a bunch of people is when Marks of the Necromancers get dispelled during a Reap cast. Three new targets will be affected by Mark of the Necromancer, and without time to react and run away, the Reap that's being cast will cause them to spawn void zones right inside the raid camp. Healers must therefore be on their toes and always have an eye on the Reap timer.
Wailing Horror
Wailing Horror is indicated by the rooms floor filling with purple fog. When this happens, the raid must be gathered up close to a wall, but make sure that the assigned Bloodboil groups are still doing their job. Simply zoom out and aim your camera at the wall in front of you. If there's a ghost spawning that'd fly over you, move to the side. Getting hit by just one of the ghosts is often lethal.
Killing Gurtogg
Once Gurtogg reaches 30% health, use ALL your DPS cooldowns, Legendary Rings and Bloodlust, and kill him off as fast as possible. With a bit of luck, he'll be dead before the third stack of Tainted Blood is applied. Once he's dead, the fight becomes a lot easier, as you won't have to deal with Bloodboil anymore. The whole raid can now stack up on top of Jubei'thos - just make sure to keep avoiding Fel Blade.
The next step of the plan is to bring Jubei'thos to 30% and Dia Darkwhisper to a safe 45%, with the intention of killing off Jubei'thos and without accidentally bringing Dia Darkwhisper below 30% while doing so. Put all Melee DPS on Jubei'thos and balance Ranged DPS on Dia Darkwhisper and Jubei'thos depending on both bosses health values. Void zones spawned by Reap will force you to adjust the raids position to the right from now on. If you can't stand next to the wall, it means you have to move further right. Dia's tank needs to make sure to keep up with the raid, or they'll end up out of healing range and die. While you DPS Dia Darkwhisper and Jubei'thos, you'll encounter one more mechanic: Windwalk.
Windwalk
Jubei'thos will disappear and summon many Mirror Images throughout the room. You'll have to kill all of these, but do it slowly. Recklessly running into the middle to hit them all will make it harder to heal you, and it becomes very difficult to dodge all of the Fel Blades that are being cast by the Mirror Images. So: stay put where you are and slowly work your way through the Mirror Images. After a few of them are dead, move to the center and kill the rest. It is of utmost importance that once Windwalk is over you move back to a wall; otherwise you'd easily die to the next Wailing Horrors.
Killing Jubei'thos
The fight continues as normal as Jubei'thos drops below 30%. His Final Hour: Wicked Strike will start inflicting increasing damage to the raid about every 11 seconds, however, this is only relevant to healers and has no impact on the strategy. He might cast another Windwalk while he's below 30%, but he doesn't cast Wicked Strike during this time, and the Mirror Images have very little health. Make sure you don't accidentally bring Dia Darkwhisper below 30% health, though. Once Jubei'thos dies, he will continue casting Wicked Strike.
Killing Dia
The last remaining member the trio is Dia, who should be below 40% health by now. Once she drops below 30%, she casts a final Reap, followed by casting Mark of the Necromancer on half the remaining raid. The damage dealt by these Marks quickly becomes unhealable; finish Dia Darkwhisper before she finishes you and use all healing and DPS cooldowns at your disposal.
Kilrogg Mythic
Recommended item level = 720 with legendary + 4 set.
Best composition = 2 tanks, 5 healers, 13 DPS (Single Target)(DK with Death Grip / Mass grip)
1. Assign some players to slow or root the Salivating Bloodthirsters.
2. Assign (partial) groups to go down into the visions of death. They cannot re-enter for 5 minutes so you will need a good rotation.
3. Tank swap the first few Hulking Berserkers as to not reach 100 Fel Corruption.
4. Soak the Fel Puddles before going into the visions of death.
5. Reduce your Fel Corruption by standing near the healer with Cleansing Aura if it goes up too high.
6. Keep priority on all the adds in the fight and bloodlust below 50%.
As in Heroic, you want to take general positions so that there is room to spawn the Globules from the Heart Seeker far away, make use of gateways and/or teleports and blinks to get as far to the entrance as possible while keeping the boss positioned near the blood pool.
Keep the boss near the skull, while facing it to the green marker. This will be where the Visions of Death will always be spawned. This way, the tanks or melee will not be in the path of the Heart Seeker, which should be placed as far to the entrance at the room as the target can go in the yellow area. Ranged players and healers should spread on the sides, both left and right. Now you just need to keep up with all the adds that the boss throws at you. Keep killing the Blood Globules and Salivating Bloodthirsters before they reach the boss or blood pool.
The Hulking Berserkers can be tanked on top of the boss until they are about to die. You want to make sure they die on the triangle, and spawn the Mythic Fel Puddle there. This Fel Puddle can then in turn be soaked by the next group going down into Visions of Death, resetting the Fel Corruption they gained that way together with any Heart Seeker debuff they had. It's important to note that unlike heroic, the tanks will need to tank swap after each Hulking Berserker because their Fel Corruption will otherwise reach a 100. This will not be needed anymore after the first group comes up from the Vision of Death as from then on you can reduce your Fel Corruption enough for it to be irrelevant.
As the fight progresses, things will get easier until 50%, where Kilrogg will now start throwing additional Heart Seekers, increasing the pressure to kill the Blood Globules in time before they reach the boss. At this point you will want to use bloodlust/heroism once a group comes out of the Visions of Death to maximize their output. If anyone is high on Fel Corruption they should find the healer with the Cleansing Aura and reduce it by standing in the circle around him/her.
Gorefiend Mythic
Recommended item level = 725 with legendary + 4 set.
Best composition = 2 tanks, 4 healers, 14 DPS.
- Corrupted Souls by tanks and the first two DPSers are spawned at the Square mark
- Corrupted Souls by healers are spawned at the Triangle mark
- Corrupted Souls by all other DPSers are spawned at the Cross mark
- Spawn Doom Wells at the edges of the room
- Ranged DPSers and healers spread out in the room
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Assignments
Assign ...
- one ranged DPS to kill Corrupted Souls at the Square mark. Listen to calls on your voice chat on when to kill the tank's Corrupted Soul, which is when the Enraged Spirit reaches 70%. Kill other Corrupted Souls a few seconds before their Resisting-cast ends.
- one ranged DPS to kill the Healer's Corrupted Souls at the Triangle mark. Don't kill them too quickly; wait until there are only a few seconds left on their Resisting-casts.
- one melee DPS to kill the DPSer's Corrupted Souls at the Cross mark. Don't kill them too quickly; wait until there are only a few seconds left on their Resisting-casts.
- one additional backup for each of the marks, in case the assigned player gets sent into the stomach themselves.
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Pull
Ranged players can already spread out five yards from each other before the pull, and stay spread out throughout the fight to avoid damage from Surging Shadows. Do not use any cooldown longer than two minutes on pull; the boss channels Feast of Souls after two minutes into the fight, during which he takes 100% more damage.
Shadow of Death
About two seconds into the fight, two ranged or melee DPSers will be affected by Shadow of Death, followed by a Tank a moment later. These players must quickly move to the Square mark. We in Method decided to choose this rather remote Square mark in order to avoid damaging the Corrupted Souls of these players with uncontrollable cleave and area damage like Chimera Shot and Prophecy of Fear's Doom Nova. It is important that these first Corrupted Souls don't get killed early, because they play an integral part in quickly DPSing the first Enraged Spirit in Gorefiend's stomach below 70% health.
DPS players inside the stomach need to maximize their damage on Shadowy Constructs. Use slows, roots and stuns to prevent them from reaching the center of the room. Shadowy Constructs only have about a third of the maximum health of Gorebound Constructs in the main boss room - this practically means you're doing triple DPS while in Gorefiend's stomach! Once a Tank gets teleported into the stomach and an Enraged Spirit spawns, the tank must gain aggro from it immediately and DPSers have to quickly bring it down to 70% health.
After twenty seconds, Gorefiend will affect two healers with Shadow of Death. Make sure that those two run to the Triangle mark within the five seconds they have before dying. Once inside, heal any Tortured Essence you see to full.
At this point, you'll have two to three Corrupted Souls on the Square mark, and two Corrupted Souls on the Triangle mark. The players assigned to these marks need to pay attention to every Souls Resising-cast, and kill them before it completes. Continue this until the fight ends!
From now on, all DPS players that are affected by Shadow of Death will move to the Cross mark. You'll lose less boss and add DPS by having one assigned melee cleaving them down, instead of having a caster using all their time and resources on them at the Square mark. Once again, the melee DPS that's assigned to the Cross mark has to make sure that the Corrupted Souls don't die too early or too late.
Other Abilities
The other abilities of Gorefiend behave like they do on Heroic difficulty and will occur throughout the entire fight.
Deal with Shared Fate by quickly moving towards the rooted player. If you're too slow, you and the other linked players might end up dying to Shared Fate's damage. Make sure to spread out again quickly after breaking the links to reduce damage taken from Surging Shadows.
Dodge the pattern of explosions created by Crushing Darkness. You have a lot of time to do so, and you should use this time to avoid stacking up with your allies.
Touch of Doom deals massive damage to allies in close proximity to you when it expires. Gorefiend affects three targets at once with Touch of Doom on Mythic difficulty. Make sure to move as far to an edge of the room as you can to minimize raid damage. Try to explode the three Touch of Dooms far away from each other to reduce damage done to yourselves and nearby allies. If you have personal survivability cooldowns available, use them as Touch of Doom expires to place your Doom Well on top of an old one. Doom Wells are the only mechanic that make the fight more difficult over time, so it's important to lose as little room as possible when spawning new ones.
Adds
It's easy to get overwhelmed by adds on Gorefiend. All ranged DPSers that aren't assigned to a mark need to switch to adds whenever one spawns in their proximity. Once you can manage to keep up with adds, you'll very likely beat the encounter.
Gorebound Construct
Slow these and kill them as soon as possible. Their movement speed ramps up very quickly and if they reach their target it's an almost guaranteed death. Tip: it's possible that they spawn very close to you or even right under your character and fixate you, but there's a grace period of a few seconds between spawn and fixate. Move away before it's too late! Once a Gorebound Construct dies, whichever player was fixated by it has to spread out 5 yards again.
Gorebound Essence
Highest priority target in this encounter. If left alive for too long, they'll inflict massive raid damage and wipe the raid. It's advised for melees to target switch to Gorebound Essences if they spawn with high health - even if it means losing overall DPS!
Gorebound Spirit
These should mainly be taken care of by melees. Tank them in the melee radius of Gorefiend. Tank swap on Gorefiend and Gorebound Spirit once you accumulated too many stacks of Fel Flames - use tank cooldowns! Ranged DPSers should target Gorebound Spirits over Gorefiend when there's no other add to DPS.
Feast of Souls
After two, five and eight minutes into the fight Gorefiend will begin channeling Feast of Souls. He'll receive 100% extra damage taken and inflict massive raid damage for one minute. Stack up in front of the boss, use Time Warp, DPS and healing cooldowns and finish off any adds that are still alive. Set up a rotation of major healing cooldowns ( Tranquility, Revival, Healing Tide Totem, etc) to avoid using them all at once.
Each raid member that's affected with Gorefiend's Corruption will have to soak an Unstable Soul to remove it. Unstable Souls spawn in the back of the room and slowly move towards the boss. They can be soaked by moving into them. Doing so will not only remove the soaking players Gorefiend's Corruption, but also inflict moderate raid wide damage as well as additional damage in a 10-yard radius; soak them before they're too close to the boss in order to avoid unnecessary raid damage. It's advised to have healers removing their Gorefiend's Corruption first, so that they can stand still for the remainder of Feast of Souls and heal. Afterwards, send players in groups of two or three to soak Unstable Souls. Once everyone's Gorefiend's Corruption has been removed, tanks can soak the remaining ones.
After Feast of Souls ends, the fight practically starts over. Repeat three times and the boss dies!
Class Tips
Druid: Faerie Swarm is an amazing slow for Gorebound Constructs and Shadowy Constructs.
Arcane Mage: Glyph of Slow will give you free Slows.
Marksmanship Hunter: Carry the raid by taking advantage of Careful Aim and Kill Shot to damage all the adds.
Destruction Warlock: Shadowburn everything!