So you’re bored in SoO and want to do achievements for that HOT skyscreamer mount?! Well I’ve got the guide for you.
- I’m assuming you have ABSOLUTELY no ToT experience.
- I’m assuming that your gear is around SoO normal level for these. If it’s lower you may have to be a bit more careful about mechanics. As per common sense, the more damage you can do, the easier the fights will be.
Lets get started!
Heroic Mode: The first section under a boss details fight mechanics which will wipe your raid and other information about the fight itself. Note this is specific for the Heroic modes. I will go in to less detail about simple damage spells. You should follow the usual rules of avoid standing in things or touching things which don’t look familiar.
Meta-Achievement: The second details information on how to get each boss’s special achievement.
First piece of advice: Enabled boss mod timers.
Second piece of advice: Track any achievements you can by shift clicking on it.
Third piece of advice: Several achievements are doable with under 10 players but as usual, it will be easier to have a group of 10 competent players. Many fights are doable with just 1 or 2 at most healers.
As the guide nears the end of the instances, the bosses become more difficult and thus the explanations more lengthy. It would be wise for several end bosses to know the fight to prevent a slew of unnecessary wipes. I have marked these with a star(*).
Jin’rokh the Breaker
Heroic Mode: Alternating two-phase fight, one with Jin’rokh active, one with Jin’rokh casting raid-wide damaging ability. Phase 1,around half a minute into the fight, Jin’rokh will pick up his active tank and throw it at one of the quadrants of the room which stuns the tank and slowly releases a grey pool of water on the ground. Stand in this when it appears to get a DPS/healing increase. IONIZATION, raid-wide magic debuff that goes out a few seconds after the puddle appears, can be dispelled but do not dispel this in the grey pool of water. If you pop an immunity after getting it while standing in the water, it will also trigger the damage. Only way is to immune BEFORE debuff goes out or for the rest of the raid, run outside of the puddle to get dispelled. Phase 2, dodge the lightning bolts that come out, focusing on keeping yourself alive. The lightning strikes then breaks in to 4 lightning bolts going in 4 cardinal directions. After 15 seconds, Jin’rokh returns to Phase 1 state, choosing another quadrant to throw the tank.
Lightning Overload: Do this on normal as you’ll get it when the event happens not when the boss dies. Then you can switch to Heroic if you need that. Helpful to have holy paladins as they’re the only class with a mounted movement speed that’s ranged, warlocks and priests for obvious movement reasons. Everyone start off on mount, the ball targets a random ranged and follows them about as fast as regular mounted speed. Ball will chase person around for 10 or so seconds before next ball spawns. First person run around, then have the rest of the raid go to another far position. When the second ball comes out, have the two players run towards each other at an angle avoiding touching the balls (kind of like those globs on Heroic Ambershaper, criss-cross like formation).
Heroic Mode: Four doors then final mini-boss, Nalak, along with Horridon the whole time being active. Boss occasionally charges random raid members in addition to regularly using this ability on the tank and does two cone cleaves in front of him. Getting hit by both cleave hits will likely kill you. Main mechanic of death is a pink dino (spawns on ranged dps -> ranged healers -> melee -> tanks in that order every 30 seconds or so) which if it gets to you will insta-kill you. Any direct hits (not dots) on this will push it back. Pop cooldowns for raid-wide nuke regularly done by Horridon and Nalak. For doors focus on killing adds rather than Horridon. One tank on Horridon, one on adds. For third door, stack on add tank. Fight starts at door directly to left upon coming in to the arena. When Nalak comes down, second tank needs to grab him. Focus him down then return to Horridon.
Cretaceous Collector: Get either a 3rd tank or a ranged dps with a taunt-like spell like a elemental shaman. This person should just get aggro on the dinomancer, get it to 50% as well as interrupting any heals before it gets to that point(it will drop a ball then, have someone else click on it). Assign one healer to this guy, they don’t really hit hard but there are other fight mechanics which hit hard. They should have 1 dinomancer for each door. Just have these people stand away to prevent people from accidentally killing the dinos. Also whole raid needs to watch these to make sure they don’t get DoTed. Watch for passive damage such as legendary cloak effects, lightning shield, etc on the dinomancer tank.
Council of Elders
Heroic Mode: Follow killing order of Sul, Frost King, last two are variable depending on phase. Frostbite will come out at the beginning of fight, ignore this person and just let them die, focus on DPS. You can immune this debuff by popping your immunity as soon as the blue arrow indicating who’s about to get it appears above you. You can heal this person up but in my opinion it’s just easier to focus on DPS. Don’t stand in shit on the ground it will eventually kill you. On empowered Marli, make sure one person is standing farther away from the raid. Everyone else stack on Marli. Kill shadows that spawn during Marli’s empowerment from this one far person and one in the rest of the raid. Otherwise focus on bosses. Try to kill the yellow spirit that spawns from Marli when she’s not empowered as this will heal bosses for 10%. If it hits it’s not a big deal.
Cage Match: This meta-achievement is easy unless someone’s a noob. Don’t run out of the circle, enuff said.
Heroic Mode: Click on the crystals to maintain your health buff, otherwise don’t stand directly under the circles which appear. Kill turtles till 30% or so then focus boss. 1 designated person needs to watch the boss mods for his breath. Before it goes out, that person needs to kill one of the disabled turtles (they become disabled and stop moving once they get to 1 health) at the boss to interrupt it. This is a raid wipe if it goes off. Still have your tanks grab the bats. You can pretty much kill them unintentionally with higher level gear if you put them in front of the boss. One person in your raid with an AOE slow needs to hit the turtles as they periodically spawn from Tortos.
One-Up: 3 turtles come out each time. You have to kill the boss to see this achievement if you get it, so you’ll need to keep an eye on how many you kick it through. Easiest way is to slow down on boss at the end of the fight as he’ll start spawning a lot of turtles. Kill these turtles in a centralized area and find a turtle in the back to kick through them while a group of 3 turtles is coming out. This way you should get 5 easily.
Heroic Mode: Fight is simple with higher level gear. 4 heads each with a unique ability. After heads are killed, boss gets mad and rampages for 15 seconds. Raid stack up during this for healing NEAR the next head you want to kill. Otherwise, ranged stack in a location at range from heads. Kill Blue Red Purple Blue Red Purple in that order. Blue head does ice beam that follows you. Targetted member run towards the back of the room. Fire head puts debuff on player that leaves a pool of fire when dispelled. Run out of stacked group and dispell. Otherwise, you can’t really die. Your DPS should be enough to basically kill each head soon after rampage is over.
Head Case: You’ll need to do this boss 3 times to get this unfortunately. Fortunately the achievement is easy to get. Do achievement for not killing green head on heroic as this is the normal kill rotation. For red and blue, do these on normal as they will be much easier.
Heroic Mode: If you’re just doing this fight for heroic, all you need to do is zerg and tank swap. Only way you will wipe is when Ji-kun does a spell which players players off the platform. You can stay on if you have enough movement speed. But if you get blown off, you will get blown back on in around 10 minutes. However if for example a tank gets blown off and the other tank is not near, Ji-kun will proceed to hit and probably one shot any players that are near him as he is stationary. This is a wide shot however and it’s very hard to wipe on this boss.
Soft Hands: For meta, have 1 person grab the egg. I’m really not sure how to do this without 1 priest and 1 resto-druid. Perhaps you can do it with just one priest if the person who jumps off places himself correctly. The golden egg spawns above the top of platform on the very first nest that spawns. The person carrying the egg needs to go to the first nest for the feather then fly up to the nest above it (not the main platform) and grab the egg. From this point on, any damage they taken other than quills (including cheeps and falling) will destroy the egg. Then they will need to jump off in a way that they can be gripped to the lower nest. The person gripping will need to either sit on this nest or you can have two people with grip and have one stand on the main platform and grip them first before the egg person runs, jumps and gets gripped to the nest below. This person just stands there the whole fight. People will need to fly to the nests to kill the eggs regularly so the group which killed the first nest make sure to pick up feathers. Nests spawns are indicated with a red light and goes lower 3, then upper 3 then repeat with the 10th one spawning two nests. The person holding the egg will need to be healed through quills by 1 healer who grabs a feather on the first nest or any subsequent nest. They shouldn’t however be in any danger from dying to this.
Heroic Mode: Durumu is slightly more difficult as he has a few mechanics which will raid wipe but still fairly easy if you can zerg him down.
- Purple cone on the ground. If you stand in this you will get punted off the platform and instadie. You can get ressed. He also does a stun which won’t kill you in itself but if you get targeted by the cone while on it, then you will die because you can’t move.
- Boss will start to do color spectrum in phase 1 where he puts 3 beams out targeted at 3 random players. If people don’t stand in these beams he will pulse a raid-wide damage that will become unhealable. Assign at least 2 people in each beam. There are hidden monsters that spawn during this phase. If you put a beam on a monster it will be revealed. There are 3 red and I believe 2 yellow and 1 blue monster. You can not reveal the blue monster as when you do he will do a raid-wide nuke unless killed before it goes off, and he likely won’t be able to be killed on heroic before it happens. Otherwise, the blue person should just stand still with one other guy (for soaking). The yellow will target someone then slowly rotate automatically, you should kill a yellow add if it is revealed immediately before the beam passes it otherwise it will do its own raid nuke. The red beam is player controlled. If you reveal a monster, do not move unless it dies otherwise it will do a raid-wide nuke (won’t instadie but will be a lot of damage).
- After his first phase, he will send out a disintegration beam directed at the entrance of the room along with a maze of purple smoke. For a while it will be harmless. He will also spawn 3 ice walls in a peace sign orientation that should all be AOEd down. This wall acts like a movement impair. If you don’t kill it, the rotating beam and maze will kill you. He will then start rotating either left or right (you can see which one because there are purple snake like lights in the direction) and you should to where the snakes are, furthest away from the beam near the maze. This beam goes through immunities and will kill you if it hits you. Your raid must navigate through the purple maze. If you stand in the smoke you will take a lot of damage. You won’t die immediately but you will if you keep standing in it. There are 3 areas where the smoke clears as the beam rotates, one really far at the end, one in the middle and one next to the boss. Take the middle one it’s much more easier to see.
After this, he will return to his first phase mechanics.
You Said Crossing the Streams Was Bad: For the meta, you don’t need to kill the boss so once again I’d recommend doing this on normal. In the color phase, have your whole raid watch out around 10 seconds before on the ground. While the monsters are hidden, their positions are marked with a periodic circular flash on the ground at this time. One of these bursts of light is white. You need to find this one and stack everyone on it. This will reveal one of the orange, purple or green adds. The beams will then start rotating as normal and you will need to have the 2 people who soak each to go with it. You need to do this 2 more times. Each time have everyone stack. The hardest part about this achievement is not seeing this white light as you only have 1 chance. The lights will flash a few seconds before the beams come out so keep your eyes peeled. You do not need to worry which monster you’ve revealed as it will automatically pick one you’ve not revealed.
Genetically Unmodified Organism: The achievement for this fight is much easier on normal. It may be doable on heroic but I wouldn’t recommend it. Full on dps the boss. This also requires you to stop ANY AOE spells. The boss takes 75% damage but at SoO ilvl, it will be easy to kill him in a few minutes.
Heroic Mode: This boss was a nightmare last patch and killing him on heroic now is difficult if you’re not overgeared for content meaning around normal SoO level or if you don’t know how the fight works. The fight revolves around management of a resource known as anima. Having anima activates golems, having zero deactivates them. Also some golems are naturally inactive and can not be activated by getting anima. This is what you do to win. You bring two healers, 1 hopefully semi-dps ike a discipline priest or monk. On activating the boss, the 12 smallest anima golems around the room will activate. Your tank should grab 3 of these, hopefully closest to the boss and together for easy aggro and the boss. He will be taking a shitload of damage. Use all your possible cooldowns to get them through this. Alternatively, he can grab 2 if one person in your raid has a pet which can taunt a mob without killing it. For the rest of the 9 golems, each person in the raid grabs 1. Designate 1 melee dps to kill his/her anima golem near a medium sized anima golem which is electrified. Have your ranged help him out. Immediately after this, he needs to go near the tank to be ready for the next mechanic. Everyone else in the raid should get aggro on his/her mob and maintain aggro on it for the rest of the fight without killing it. The tank should kill one of his small anima golems around when most of his cooldowns have been used and then focus on the boss. Periodically, the boss will immobilize the tank inside a ring of red orbs. Remember that designated melee dps? He/she should run in to 1-2 of these orbs to make them disappear so the tank can run through the opening. They come quite frequently so keep a look out. This melee dps is responsible for popping his/her damage reduction cooldowns because absorbing the orbs causes damage stacking based on how many you absorbed. The other mechanic for the fight is that every so often, red circles of smoke will puff on the ground. Everyone in the raid must move out of these as they will repeatedly target you at times and will 2-3 shot you if you aren’t healed. Note: If you see a spell of red puffing smoke that repeatedly pulses and follows you, you’ve done something wrong because you’ve activated one of the medium anima golems who was no electrified. Finally, at 75 energy, the boss will do a raid-wide AOE nuke. Make sure to use a cooldown for this. The boss should die in under 2:30 minutes else he will berserk. With SoO gear this shouldn’t be near to a problem. The hard part about this fight is the survival of the tank. If he/she gets the anima ring debuff by touching one of the orbs, they will die. If they lose some kind of damage reduction for a few seconds they will die. Get past the first 30 seconds of the fight and you should be fine. Now my guild has practiced the zerg strat last patch for a good few days and we wiped 5-6 times doing this achievement with SoO gear. A guild which has never gone in to ToT before may find this boss frustrating. My only advice if you get frustrated is to keep going at it. You’ll get the hang of it eventually.
Heroic Mode: Fight is extremely easy to learn. You fight 3 lions and Iron Qon. In heroic, there will be one lion on the ground, and one lion doing random abilities in the air. Start fight out with group of 3 melee spread and group of 3 ranged stacked. The first lion on the ground, lets call it Fire Lion, places a fire debuff on the ranged group. After 2 stacks, have melee soak it. Each lion should die really quick. Throughout the fight the boss will throw spears at a location which explode out in 5 pentagon directed lines. Just don’t stand in these. The one mechanic you need to watch out for is when he stuns a random player. Another player should click the cogwheel on these guys to get them out. Other abilities are going on during this time but they aren’t important really. The second lion also called Wind Lion after some time will pull everyone to the center of the room and spawn a circular area of tornados around them. It’s kind of like a Frogger game to dodge these rotating tornados (warlock portals from the center of the room out towards the entrance help). You may die if you get sucked up by one (it will stun you in the tornado for a while) so this part may require some practice. Otherwise, avoid all of the things on the ground and click each other when they get stunned. The tank should watch for a boss debuff if you’re 1 tanking (completely possible with a paladin and with higher level gear probably without one as well). If it gets too high like 7-8 then they should find some way to remove it either through Hand of Protection or running away or a taunt swap. Third lion, Frost Lion after he gets low, all 3 lions will come back along with now attackable Iron Qon and you must kill them all fast. Last phase group up for heals.
Can’t Touch This: Meta-achievement is based on individual ability. 5 spells you will need to avoid are the lines coming from each of the 3 types of spears for the 3 lions, getting hit by the tornado in the second phase with the storm, and finally in the last phase where Iron Qon empowers the residual tornados with ice, by one of these ice tornadoes. The last two are easier, the first 3 you will need to watch where the spears out and get out of the way accordingly You don’t have to achieve not getting hit by all of these in one fight but if you do your epeen will grow.
1. North – Static Shock, similar to the Fallen Protectors debuff, more people stacked in the light blue circle less damage done to everyone. Immunity takes the split on that person out of the picture so do not pop immunity.
2. East – Diffusion Chain, lighting that jumps between people within 8 yards, remain spread for this. If you get hit, an add will spawn along with everyone person who gets chained.
3. South – Overcharge, immobilizes a person and after a few seconds, sends a circular wave out that does damage and stuns.
4. West – Bouncing Bolt, spawns 3 swirling circles on the ground which must be stood on, if you don’t, an add spawns and another swirling bolt will appear somewhere else.
These conduits are charged by having Lei Shen next to them. They can be charged up to 100% after which they will level and be able to be charged again. Leveling the conduits increases the potency of each conduit’s spell and can be leveled to a maximum of 3. The boss goes from an active phase to an intermission phase which lasts roughly half a minute. This occurs twice, once at 66% health and once at 30%.
Intermission 1: After he reaches 66% he will go into an intermission phase and won’t be attackable. Spread the raid out in a 2/2/3/3 formation with the formation Tank+Immunity DPS/Tank +Immunity DPS/1 healer + 2 DPS/1 healer + 2 DPS. It helps if the groups of 3 have at least 1 person with immunity or if the groups which don’t have a melee DPS. Lei Shen will unleash a sequence of spells which you need to deal with. Have everyone in your raid with some kind of movement boost or be in a group with other people who can provide a movement boost.
[23:20:38.987] Lei Shen casts Diffusion Chain
[23:20:39.168] Lei Shen casts Overcharged
[23:20:46.904] Lei Shen casts Helm of Command
[23:20:52.114] Lei Shen casts Static Shock
[23:20:52.948] Lei Shen Bouncing Bolt (Hits Ground)
[23:21:02.173] Lei Shen casts Overcharged
[23:21:04.181] Lei Shen casts Diffusion Chain
[23:21:11.030] Lei Shen casts Helm of Command
[23:21:12.233] Lei Shen casts Static Shock
[23:21:17.067] Lei Shen Bouncing Bolt (Hits Ground)
Group 2 (Right): Discipline Priest, Mage, Warlock
I Thought He Was Supposed to be Hard?: The achievement here is simply not to let anyone die.