Heroic Norushen

Norushen is another relatively straightforward fight with not much changed in terms of fight mechanics between heroic and normal.  Heroic Norushen got nerfed earlier in the raid cycle therefore, a reasonably difficult boss with a tight DPS timer became a fairly simple fight.  As in normal, the raid encounter consists of fighting an add called the Amalgam of Corruption and the raid having a source of energy called corruption.  Several mechanics in the fight force players to gain Corruption and getting to 100 Corruption doesn’t necessarily kill you.  However, any DPS essentially becomes useless as your dps scales with the amount of corruption that you have.  The strategy to the heroic version is very straight forward.

Recommended Talents and Glyphs

Tier 1 – there’s very little movement involved in this fight, perhaps you can use Speed of Light to quickly get around death ray but this tier is relatively inconsequential to the encounter
Fist of the Justice – helping to stun the adds, especially the smaller mobs
Eternal Flame – oldie but goodie
Unbreakable Spirit – would recommend getting Unbreakable Spirit for this fight to quickly heal up NPCs in the “Look Within” phase
Holy Avenger – certain phases of the fight, especially when the larger manifestations come out, have higher raid damage so it would be good to have HA to help you out
Light’s Hammer – would recommend going Light’s Hammer on this fight since stacking up doesn’t really cause harm

Beacon of Light – swapping beacon
Hand of Sacrifice – for whatever
Divinity – because there’s really no other helpful glyphs

Raid Makeup: 2 healers, 2 Tanks, 6 DPS, the fight is no longer a tight DPS race however, the damage on this fight is not too high and it’s more important to kill the adds and boss quickly so I’d recommend taking an extra DPS

General Spells

The fight begins with the spawning of an Amalgam of Corruption and each player’s Corruption Level at 50 in heroic.  To become purified or remove all corruption, player must click on yellow balls which spawn around the room and enter a role-specific test.  Completing that test purifies and removes all the corruption from a player.  On heroic, it’s better to have your tanks and healers gain corruption so that your DPS do not have their DPS penalized by gaining corruption.  Purification also provides a role-specific buff, increasing healing, reducing damage taken and increasing damage done which lasts until you start to gain corruption again.  Certain mechanics of the fight involve spawning of one medium sized mob which should be tanked called the Manifestation of Corruption and a smaller mob called an Essence of Corrupt which is stationary and doesn’t need to be tanked.

Amalgam of Corruption

  • Unleashed Anger – inflicts 400,000 -> 520,000 (Physical) damage to the target
    • Self Doubt – increases damage of next Unleashed Anger by 40% -> 50%
  • Blind Hatred – this is the beam of rotating dark lines which slowly turns around the room, it can choose either directions, players standing in this beam receive 150,000 -> 400,000 (Shadow) damage every second
  • Icy Fear – AOE attack the Amalgam inflicts on everyone in the room for 75,000 -> 100,000 (Frost) damage every 3 seconds for the entire fight, damage increases as the Amalgam loses health
  • At 50% health, and every increment of 10% under that the Amalgam will release a Manifestation of Corruption

Look Within (Test of Reliance, Serenity, and Confidence)

  • Test of Reliance (Healer) – players must heal up allied mowbs defeating a mob called the Greater Corruption, if you fail, a Manifestation of Corruption will enter the normal realm
    • Disheartening Laugh – debuff that lasts 6 seconds inflicting 50,000 -> 75,000 (Shadow) damage every 2 sec for 6 sec
    • Pit of Despair – inflicts 100,000 -> 135,000 (Shadow) damage every second to all enemies within the zone
    • Lingering Corruption – deals 400,000 -> 500,000 (Shadow) damage after 10 seconds if not dispelled
  • Test of Serenity (DPS) – DPS players must kill one large Manifestation of Corruption which follows the player around and 4 small Essences of Corruption
    • Essence of Corruption – repeatedly cast Expel Corruption which fires a ball of shadow in a straight line dealing 100,000 -> 130,000 (Shadow) damage
    • Manifestation of Corruption – repeatedly cast Tear Reality which does 200% -> 300% (Shadow) weapon damage in a cone in front of the mob after 3 seconds
  • Test of Confidence (Tank) – tanks must survive for 60 seconds in this zone against a mob called the Titanic Corruption
    • Titanic Smash – deals 1,000,000 -> 1,500,000 (Shadow) damage in a cone after 2 seconds
    • Corruption – each melee adds a stack which does 17,000 -> 25,000 (Shadow) damage every second each stack for 12 seconds
    • Hurl Corruption – hurls a ball of corruption dealing 750,000 -> 1,000,000 (Shadow) damage, this can be interrupted
    • Burst of Corruption – deals 300,000 -> 500,000 (Shadow) damage to everyone in the area
    • Piercing Corruption – deals 600,000 -> 800,000 (Shadow) damage to ots current target, can not be absorbed, can be dodge/parried

Extra Adds

  • Unleashed Corruption – any Manifestation of Corruption defeated in the Test of Serenity (DPS) is released to the normal realm, all adds in the Test of Serenity share health with the Amalgam
  • Manifestation of Corruption
    • Burst of Anger – inflicts 50,000 -> 75,000 (Shadow) damage to all players in the Amalgam zone
    • Residual Corruption – upon death, the Manifestation drops an orb which pulses for 90,000 -> 120,000 (Shadow) damage to all players every 3 seconds until it is picked up, gives 25 Corruption to the player picking it up, in heroic, this spell inflicts 5 pride each time it pulses
  • Essence of Corruption
    • Expel Corruption – sends out bolts (similar spell to the ones the same mobs use in the Test of Serenity which deal 100,000 -> 130,000 (Shadow) damage to players standing in a line, every Expel Corruption that hits the boss increases his damage by 5% for 15 seconds -> 8% for 20 seconds

Specific Tips

I’ll first talk about some DPS or Tank related issues because I’ve gone Ret for this fight before.  This fight is essentially a DPS race.  There are a few movement related issues such as not standing between the Essences and the Amalgam or moving out of the beam of death, but if you’re raiding heroics those should already be second nature to you.  Other movement related issues occur in the DPS Test of Serenity. Other than this, rest of this fight depends mostly on strategy, DPS and healing.  For tanks it’s vital that you quickly pick up the Residual Corruption after killing the Manifestations before it pulses with the Burst of Anger.  You have 3 seconds to do this.  Any DPS should make sure for the whole fight not to get any extra Corruption.  Ideally, all DPS should be sitting at zero after getting purified.  The two tanks should be mainly in charge of rotating soaking this, using a healer as backup if necessary.  You should begin sending in your DPS as soon as possible.  Also, depending on how much damage your raid can take, you should probably not spawn more than two Manifestations from two DPS going in to the test because the pulsing damage while it is alive is very damaging.  The typical rotation for the first few sets of orbs is to send in Tank + DPS then Tank + DPS then Healer + DPS then Healer + DPS and then the rest of your DPS one by one in.  This limits the Manifestations spawns to 1 from the Test. DPS who have not been purified can opt to focus on the adds until they do get purified.

Apart from those other concerns, healing is slightly strenuous on this fight.  The Manifestation is doing a lot of pulsing damage when it is out and sometimes near the end of the fight you may have more than one to fight.  The good thing is that most of the raid can stack around the same area and only move from the beam.  The raid should not stand near the Manifestations when they die and stand between the Essences.  The tank shouldn’t be taking a huge amount of damage, most of it will be in raid wide AOE and only comes out when the Manifestations are out.  Your raid should save Bloodlust for after 50% or at least until all of your DPS have been purified.  The last 50% will be the hardest part of the fight with a lot of pulsing damage going out.  In addition to this, your tanks and healers must have enough empty Corruption to soak all of the remaining 5 Manifestations (125 Corruption).  I’m not sure as a Holy Paladin how to make the Test of Reliance easier since we have very poor DPS.  You shouldn’t need to help the NPCs kill the add but it will help if nothing needs healing to use some of your DPS skills.  Make sure to continue using holy shock.  Keep up on your dispels and this phase shouldn’t be hard at all.  I can’t really think of any thing else related to healing on this fight but if you guys have any questions, feel free to comment below.  This shouldn’t be a very hard for us in terms of healing.

Common Reasons for Wipes and Solutions

  • Players did not complete their tests and did not get purified – read up and watch videos of how to do these phases, this is literally the hardest part of the fight
  • DPS Race Lost – don’t stand between Essences and the Amalgam, don’t get any extra corruption by soaking residual energy
  • Too many Manifestations out – what is it from? too many DPS doing Test of Serenity? send one less, under 50%? you’ll just have to deal with this, you shouldn’t have DPS going in to the Test during this last phase
  • Die to beam – …

Wish you good luck on getting this guy down!


Heroic Fallen Protectors

Heroic Fallen Protectors to healers, is not a drastically different fight from normal.  The fight still consists of 3 bosses with separate health pools who enter special phases at certain percentages of health.  You must still kill the three within 15 seconds of each other.  Apart from everything hitting harder, there are a few mechanics changes and that’s it.  The majority of this fight is heal as much as you can and keep an eye on your mana return spells because this was one fight where I went OOM towards the end.  Currently I’m sitting at around 15,000 spirit with the Shado-Pan trinket and the Spirits of the Sun Heroic upgraded twice so if you have any kind of SoO spirit trinket or Horridon’s Last Gasp, you shouldn’t worry about this.  Anyways, lets move on to the guide!

Recommended Talents and Glyphs

Speed of Light – it’s not imperative to get this on this fight but this will help you get places you want to be or out of brew quicker
Tier 2 – nothing’s going to help you on this tier for this fight
Eternal Flame – no SH not your turn yet
Clemency – would recommend going this for the double sac and double hand of protector for garrote on healers or DPS
Holy Avenger – on-use healing cooldowns are helpful for large damage phases such as Sun’s Desperate Measures
Tier 6 – depending on your raid’s strategy, you can choose either LH or HP, I chose HP for this fight since our raid plans to stack loosely for most of the fight, I could see HP being a viable alternative

Hand of Sacrifice – for a helpful CD
Divinity – because there’s really no other helpful glyphs
I would tend to recommend Beacon for the last slot but you likely won’t be doing too much beacon swapping during this fight, this last glyph is up to you.

Raid Makeup: 3 healers, 2 Tanks, 5 DPS, you can do this of course with 2 healers but 3 makes it more safe and the DPS requirement is not too high

General Spells

In heroic, the two bosses who are not visible continue doing their special attacks, including Desperate Measures if they get pushed.  Special attacks include Clash-Rook, Master Poisoner (2 poison attacks)-He and Calamity-Sun. If you do not kill all three Protectors within 15 seconds of each other, they will heal for 20% -> 30%.

Rook Stonetoe

  • Vengeful Strikes – stuns current target, then influcts 180,000 -> 300,000 (Physical) damage every 0.5 secs for 3 secs
  • Corrupted Brew – targets a random raid member and throws a keg doing 125,000 – 425,000 (Shadow) damage in a 5 yard radius and slows for 50% -> 65% for 15 sec, in heroic, the cast time of this spell decreases by 0.5 seconds every 2 casts, this effect resets when Rook enters his desperate measures
  • Clash – similar to the Brewmaster spell which causes the targetted player to meet him halfway
    • Corruption Kick – after meeting the target, Rook will be rooted in place do a spinning crane kick-like spell that deals 120,000 -> 162,000 (Physical) damage to everyone in 10 yards every 1 sec for 4 sec  and applies a DoT that does 75,000 ->  101,250 (Shadow) damage every 2 seconds for 6 seconds
  • Desperate Measures (occurs at 66% and 33% health)
    3 adds spawn in the room.  In heroic, the three adds have a shared health pool:

    • Embodied Mistery: Does a knockback dealing 350,000 -> 472,499 (Physical) damage and places a void zone on the ground dealing 100,000 -> 150,000 (Shadow) damage every second to enemies in it
    • Embodied Sorrow: Casts Inferno Strike on a random player dealing 1,200,000 (Fire) damage split among all players within 8 yards of the target
    • Embodied Gloom: Deals 150,000 -> 325,000 (Nature) damage to random enemies and anyone within 4 yards of them

He Softfoot

  • Garrote – a bleed that He periodically places on random raid members dealing 80,000 -> 108,000 (Physical) damage every 2 seconds for an unlimited amount of time, all Garrote disappear when He enters his Desperate Measures
  • Gouge – an attack which incapacitates his current target for 6 ->8 secs and switches to a random raid member, by turning your back to He when he does this, you prevent the incapacitate and target switch and simply get knocked back a short distances
  • Master Poisoner: Two self-buffs:
    • Noxious Poison – causes his melee attacks to leave poison pools on the ground dealing 85,000 -> 150,000 (Nature) damage every second to everyone standing in them, 3 second internal cooldown, all pools are removed when He enters Desperate Measures
    • Instant Poison – causes his melee attacks to deal additional 75,000 -> 150,000 (Nature) damage
  • Desperate Measures (occurs at 66% and 33% health)
    An Embodied Anguish add is spawned. This mob casts “Mark of Anguish” on a random player in the raid.  This ability roots them in place and deals ~101,250 shadow damage every second.  The Embodied Anguish will melee players and with every hit applies a stack of “Shadow Weakness”.  As far as I can tell from logs, this additional damage is around 12% per stack.  This of course increases the damage they take from Mark of Anguish.  Players with Mark of Anguish in addition gain a debuff which decreases their armor by 50% for 2 minutes -> 80% for 4 minutes.  Finally, passing the Mark of Anguish will cause 1 stack of Shadow Weakness to be applied to everyone in the raid.

Sun Tenderheart

  • Sha Sear – the tooltip for this spell is a bit misleading, in heroic, the spell is scaled up from the original 25,650 shadow damage to ~45,000 shadow damage on the first tick, after this each tick increases damage by 75% of the original 25,650 or ~19,200, going by this logic, the damage ticks are 45,000-64,000-83,000-102,600-121,8000-141,000 for a total of 6 ticks, overall this spell does ~600,000 (Shadow) damage, this spell hits a random target in the raid and everyone standing within 5 yards of them
  • Shadow Word: Bane – DoT that Sun places on 2 members at once in 10M, each with a “stack” of 2 meaning it can jump to 2 other players, the debuff will only jump if it ticks so if it can be dispelled within 3 seconds of application, then it wont jump, deals 100,000 -> 135,000 (Shadow) damage every 3 seconds for 18 seconds, if it jumps once, the same theory applies to the 1 “stack”, a total of 6 people can be affected
  • Calamity – periodically cast, does 30 -> 30% + increasing by 10% each cast of everyone’s health, removes all Shadow Word: Bane spells, the +10% resets when Sun enters Desperate Measures
  • Desperate Measures (occurs at 66% and 33% health)
    Spawns two adds, Embodied Despair and Embodied Desperation along with smaller spawns of Despair and Desperation which have a shared health pool with the associated larger mob.  The adds don’t have any abilities but must be killed for Sun to appear.  During this time, a field in the middle of the room called the Meditative Field spawns which reduces damage from Dark Meditation by 50% -> 35%, otherwise outside of this field, players take 44,000 -> 54,000 (Shadow) damage.

Specific Tips

This fight requires less positioning than Heroic Immerseus but it’s still important to designate some things before starting.  First off, your tanks should be tanking far enough away from each other and the raid such that Rook and He’s abilities will not be hitting people in the raid.  He doesn’t have any direct damage abilities to the rest of the raid, but the pools of poison he drops on the ground do a lot of damage and are rather hard to see.  Therefore, he should be tanked outside of the center of the room as much as possible because this is where Sun’s Meditative Field spawns (and really good luck on seeing the poison pools during Dark Meditation).  The raid can be roughly stacked for this fight since most of the abilities don’t hit for that much and have a rather short radius of 5 yards or so.  Don’t clump on each other, but you can roughly stay in the same quarter/third of the room.  Three things you should watch out for on the ground are corrupted brew which looks like a light blue/brown swirling thing, any poison puddles that He might have dropped and sha sear which looks just like the shadow priest version.  The player with sha sear should move slightly out such that they are the only person taking damage from it, remember that this does increasing damage with each tick.  For the rest of the fight, you should basically stick in the conformation in the image below.  In the second image below, on the right, is the positioning during Sun’s Desperate Measures.  If Rook is the skull, then the raid should be stacked in the field closest to the skull.  This is because Rook will continue to do his Clash followed up with Corruption Kick during Sun’ Desperate Measures on Heroic and if you are targeted and standing somewhere on the far side, he will charge to you and do his Corruption Kick in the field which will likely wipe your raid.  Apart from this, there is one other thing you raid will have to watch out for and that’s inferno strike during Rook’s desperate measures. Make sure that you have enough people standing in this orange circle to soak the damage.  You’ll need to watch out for Sha Sear during this and move if you get it so you aren’t hitting all the people stacking for inferno strike.


In terms of DPS, we actually hit the enrage timer the first time we got to this boss due to whatever reason (bad, no gear qq).  We found that if we let the bosses stack for a few seconds, or at least until He started pooping out the poison, it helped a lot with the DPS since they could be cleaved for a while.  This was also when we popped blood lust.  Since the bosses don’t have a shared health pool, it is beneficial to cleave them whenever you can but it’s important to know the order in which they should be pushed in to their Desperate measures.  The way we did it and probably a common way of doing it is to do Rook -> He -> Sun.  This is so that the Garrotes can be dropped from the raid before Sun’s Dark Meditation which does a lot of AOE raid damage.  You can probably do all kinds of different combinations but I think this is one of the easier sequences.  When any adds have spawned, they should be first priority.  When the Embodied Anguish comes out, we tossed it to the He tank since He is not active during this phase.  Despite the increased potency of the debuff, we didn’t find this to be a problem.  For the last few seconds or so of the debuff or when the tank felt like he was going to die, we passed it to a player with immunities such as a Warlock or Hunter or Paladin.  Finally, push all bosses to near dead together, simple.

As I mentioned above, there’s a a lot of damaging AOE damage going on in this fight.  The tanks are taking moderate damage even when the bosses have their special abilities up.  The raid may be taking spiky damage but most of that damage is avoidable.  In a perfect world, no one would be taking nukes from the Keg Toss or extra people taking damage from Sha Sear.  All of the unavoidable damage in this fight is from DoTs from magical or physical sources.  One thing that you must keep your eye on is Shadow Word: Bane.  You should have a boss timer for this application and assign players to dispel in order.  For example, if I go first, I will immediately dispel one person, then the other person will dispel the person left over.  If you have 3 healers it may be easier to keep this DoT off the raid because if one person is slow and the buff jumps, you can have the backup dispeller dispel the stack of 2 that jumped before it jumps one last time.  If you have two healers, you should have your eye on this very closely since there wont be anyone to back you up.  Also if you don’t get one of the dispels off, make sure you don’t try to dispell it befoer the new Shadow Word: Bane comes out, otherwise your Dispel cooldown won’t be up.  The most damage occurs mainly during two parts of the fight.  The first is the Dark Meditation.  This is mostly due to the increased damage on Heroic, nothing much you can do to avoid it.  It’s not by any means unhealable but will be noticeably higher than normal.  The second part is during Rook’s Desperate Measures.  Especially for the arc between 66% and 33%.  This is because from 100% to 66%, all of the bosses have been whittled down quite a bit from the initial bloodlust. However you will basically be going between 66-33% with regular cooldowns.  During this, there will be one part where Rook does his Desperate Measures and Inferno Strikes are appearing on people while Sun is doing her Calamity.  Especially towards the end of the phase where Sun will be doing harder and harder hitting Calamities, you should pull out your CDs for this.

As a Holy Paladin, I would recommend saving your Devotion Aura for the latter Calamity casts rather than to use during Dark Meditation.  You may also be able to line it up to apply for both an Inferno Strike and a Calamity.  I specced Holy Avenger on this fight and just used it basically on cooldown or if I saw it was coming off cooldown soon before Dark Meditation, I would save it for that.  Otherwise, the raid will be taking consistent damage throughout so it would be useful almost any time.  Your other cooldowns you can use as you see fit.  Keep an eye on your mana return and Divine Plea cooldowns because this is one of the more mana intensive fights, despite not being really hard to heal.  In my experience, the He tank takes more damage than the Rook tank so for the majority of the fight I had my Beacon on him.  If you spec Light’s Hammer, try to line it up at least with the Dark Meditation phase.  Also, you can Hand of Protection players who have Garrote whenever you see the damage going up. On thing I forgot to mention above is another source of damage is when the Mark of Anguish comes out.  Depending on how you have the debuff rotation set up, if you do put it on a tank, they will take a significant amount of damage.  I would highly recommend using a Hand of Sacrifice on him/her for this.

Common Reasons for Wipes and Solutions

  • Shadow Word: Bane damage is killing players – assign a dispel rotation, me first, then you
  • Inferno Strike + Calamity = Death – assign a cooldown for each of these later Inferno Strikes
  • Garrote, too much damage – you can opt to push He before Sun, HoP off the debuff
  • Poison Puddle/Sha Sear/Corrupted Brew death – don’t stand in shit
  • Rook uses Corruption Kick in the middle of the Meditative Field, it is super effective! – stand on the side of the field closest to Rook and run to the other side when he uses it
  • OOM – watch your mana cooldowns

This fight in my opinion was easier than Immerseus.  The whole fight comes down basically to knowing where to stand, knowing what not to stand in and having enough mana for the duration.  A few attempts should be enough for a kill.  Good luck!

Heroic Lei Shen

Well it’s 5.4 and why did I decide to release this guide?  There may be someone who can get some use out of it…

Anyways, there’s already a lot of great heroic Lei Shen guides out there.  Here are some links:

Getsu’s Holy Paladin Heroic Lei Shen Guide

MMO-Champion Forum 10M Heroic Lei Shen Guide

Youtube Videos (Holy Paladin Perspective)

Unlike my other guides, I won’t go in to the details of each spell from Lei Shen but provide some more in-depth tips that you may not be able to grasp from videos or general guides.

The Heroic Lei Shen fight is broke up in to 3 phases with 2 intermissions one between each phase.

  1. Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2
  2. Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 33%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight
    Intermission 2, Lei Shen unattackable, 3 conduits active but all 4 abilities retained, once again 5 different abilities x2
  3. Lei Shen active till death, Overwhelming Power, Violent Gale Winds, Thunderstruck, Ball Lightning, Lightning Whip in addition to the 2 abilities he retains from phase 1 and 3

Don’t be too daunted by the amount of abilities Lei Shen retains in the last phase, the phase of this fight you will be wiping on the most is phase 2, the first intermission.  Lets go in detail a bit for each of the phases.

Phase 1: Lei Shen active, Decapitate, Thunderstruck, Crashing Thunder, conduit active near Lei Shen, phases at 66%, highest energy conduit becomes disabled however Lei Shen retains this ability for the duration of the fight

Assuming you’ve read some of the guides out there on how to position for this fight, the first phase doesn’t provide a lot of healing conerns.  Everything hits for a lot harder.  Thunderstruck is basically a one shot if you’re anywhere within 10-15 yards of it.  But these things shouldn’t be making your life a lot harder.  Since your raid is already stacked for a majority of the fight, it’s easy to stack up your shields with Holy Radiance and Light of Dawn and using more EFs on the melee/tanks as well as yourself.  The Crashing Thunder damage can be healed up quickly with Holy Prism.  Definitely go Speed of Light for this fight.  You will need this to move from platform to platform as well as for the Helm of Command ability.  The one main source of damage occurs when your raid transitions between pillars.  In Heroic, when Lei Shen is not latched to a conduit he will cast discharged energy on the whole raid.  This debuff is permanent for the rest of the phase (it will drop off during intermission).  On the last movement to the pillar, your discharged lightning stacks may be above 15 or so making the transition extremely damage.  One of your healers should pop a healing cooldown for this transition.  You can optionally also pop individual 1 minute reduction cooldowns for it.  This last movement will be the main and only source of large raidwide damage to watch out for.  MAKE SURE that for the last pillar you go to, you do not pop your Speed of Light.  You need to save it for the Helm of Command during intermission.  Instead, just pop your Divine Protection (so good for this fight). Chances are if you figure out which conduits you want to disable first (which is actually enabling them for the rest of the fight) and getting the power of the conduits right then this first phase won’t be too hard.

Intermission 1, Lei Shen unattackable, all conduits active, 5 different abilities x2

My goal here is to make this phase a little less confusing for you.  The order of spells in this phase goes like this:

[23:20:38.900] Lei Shen casts Supercharge Conduits
[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)

Basically he will toss out Diffusion Chain + Overcharged at the same time first.  Make sure that you’re spread apart for this.  Right after the overcharged goes out (6 seconds), one person in your raid (and only one person will get hit by Helm of Command.  He will also around the same time send out his Bouncing Bolts (~2 per platform).  The people who does have Helm of Command should be in charge of handling the Bouncing Bolts.  If you get an extra add it’s not the end of the world.  You can ask your tank to come over and taunt it if possible or just DPS it down.  Just continue to get in the bolts if you miss them.  Helm of Command lasts approximately 8 seconds therefore you should be able to stand in any Static Shock that comes up but you’ll have to move quick.
The order of the second set of spells should be for people primarily to stand in the Bouncing Bolt.  If you get Static Shock and you can solo soak, get the bolt and then wait 2-3 seconds and pop your immunity.  Don’t panic.  The Helm of Command person should only worry about staying on the platform.  If your Static Shock player can not solo soak, also don’t panic.  Soak the Bolt and then run to the other people in the group (especially if it’s the Helm of Command in your platform you will want to stay somewhere close to them so after it ends, and it will end before your static shock goes off, they can quickly stack on top of you.

For the second set of spell, it’s the same thing.  You have around 4 seconds after the Static Shock goes out to get in position so after you’ve soaked your bolts it’s probably better just to move back in to position to maintain that you’re still far enough from each other.  The first two spells once again come close to each othee BUT note here that the chain comes a few seconds AFTER overcharged.  What this means is on the second overcharged you must wait for Diffusion Chain to go out before stacking.  Otherwise you can say Hello to 3 adds.
The second set of spells for this last group is a little bit different as the Static Shock comes a bit early.  For this one, if you have Helm of Command and Static Shock on the same platform you must either try to stack up with the Helm of Command person or if you can 2 person soak it then you should do that as the Helm of Command player will be taking a lot of damage.  In my tries, the first static shock was hitting for ~1.5M so it’s possible to soak it with two players if you toss some absorbs and hit Devotion Aura and some personal cooldowns.  Granted it’s probably better to save Devotion Aura for the next phase.  In some cases, you can just have that person die and get ressed.  Killing 1 person with a res is better than killing 3 people with a res.  Finally, it’s very likely that if your platform gets Helm then the other two people will be in charge of getting the Bouncing Bolts as well and then quickly stacking up for Static Shock.

It’s important to plan out your groups accordingly.  You want to separate melee into different groups and people who can solo soak with Tanks, etc. For example, you don’t want to have a platform with 3 casters who all can’t solo soak or only 1 can solo soak.  You should place your Tanks with Ranged DPS so that the Tanks can help out with some of the Bolts. It will be highly variable depending on your composition.  Anyways, all of this information may help in clearing up what’s going on during this phase but much of it will come down to practice.  The most important thing is to avoid stacking for Diffusion Chain.  Many guides have recommended using a separate Weakaura to track this which I find extremely helpful.

Phase 2: Lei Shen active, Fusion Slash, Ball Lightning, Lightning Whip, conduit active near Lei Shen, phases at 30%, Lei Shen retains level 1 Static Shock along with performing whichever ability he is next to  the conduit of.

This phase is fairly easy to handle.  Designate 3 people with 1 backup person to stand on the outside.  It is possible to get Lei Shen to spawn only 3 ball lightnings if you have 3 ranged out and everyone else grouped up on the boss.  The backup person is because Lei Shen does static shock some time before ball lightning.  If this happens to one of the 3 designated people, the backup person will take their place and the person with static shock should run in to the stacked group to soak.  Make sure this person who runs in stays in until the balls go out.  The balls do a large amount of damage each time they bounce so it’s important to have your death knights mass grip/single grip them to kill them.  Also, it’s important not to stack with each other while stacked on the boss.  Maintain a small area around you so that a bouncing ball doesn’t hit more than one person.  You can also just run back out a bit because the balls should be killed fairly quickly.  Other than this, the only thing your ranged need to do is to stand in such a way that Lei Shen’s Lightning Whip targets an area where your raid is not running. This means standing to the left of the conduit since you are moving East to South to West.  On the last platform, position the Lightning Whip on the right of the conduit since everyone will be running left.  Healing requirement is really low except for ramping up slightly running between conduits.

Intermission 2: Similarly to Intermission 1, the conduits are increased by one level.  Depending on how much time you spent at each conduit, you may be able to decrease the levels during this phase.  This is why Phase 2 DPS is quite important.  With one platform empty, there will be more people on each platform.  For my guild, the formation 3/3/4 worked.  It will highly depend on your raid makeup.  What you want is for example to have people who can oh shit hit a button and immune static shocks on a platform with less people.  Players who can’t live through Static Shock by themselves should group with 4.  It’s vital that you stun the add from Diffusion Chain since it hit likes an absolute truck.  Since this targets only ranged, it’s also good to have ranged with a tank or other CC who can control this add.  The order of the spells is the same. On average, this phase is easier than Phase 1 simply because there are more people on each platform.  For holy paladins, make sure you help stun the add.  Healing will be spikey and change fast so be prepared to use your Flash Heals.

Phase 3: Ball Lightning, Lightning Whip, Thunderstruck, Winds, Level 1 Static Shock and Diffusion Chain
People were proposing very exact plans to deal with this phase and for us it turned out to be unnecessary. The one thing to maintain is the 3 people on the outside plus one backup.  It’s more important this phase to spread out for a majority, only stacking for ball lightning and static shock.  One note for holy paladins, You can pop your bubble for the static shock such that it will immune you through static shock AND a thunderstruck.  This greatly reduces the amount you will need to run during this phase.  The damage during this phase is quite high.  As soon as the winds come, get ready to  pop your cooldowns.  Set up a cooldown rotation for the thunderstrucks and make sure you move away from Thunderstruck.  As a Holy Paladin, I found it easier to be one of the people on the outside because I could bubble when things were going to shit.  So make sure you continue standing on the outside while moving away for Ball Lightning since it come very quickly after Thunderstruck.  Everyone who normally stacks should also spread out to place the Thunderstruck farther away from melee. Other guides recommend moving from one quadrant to the other but we found that it just was too much movement for very little gain.  Better to remain relatively spread while in range of healers.

Finally good luck!

Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 13-14)

After a nasty bought of appendicitis, I have successfully delayed my guild in being anywhere close to competitive this patch.  Along with roster issues and other things, my guides this patch will unfortunately be rather behind the flow of things.  Nevertheless, better late than never so let me give you guys a few hints on Paragons of Klaxxi and Garrosh.

Paragons of Klaxxi
You fight against the 9 Klaxxi Paragons you freed while questing in Dread Wastes (good going).  Originally thought the order they came is random however the order for my guild has not changed in the past three weeks.  The order appears to be the following:

Hisek, Rik’kal, Skeer (at beginning), Ka’roz, Korven, Iyyokuk, Xaril, Kaz’tik, Kil’ruk

Some Klaxxi Paragons affect other Klaxxi Paragons so you just need to know the combinations.  You also know who’s next by a buff they gain while they’re standing there waiting.  All the paragons have their own abilities as well in addition to a helpful ability they give by click on their corpse.  The buffs aren’t really going to make a difference in normal.  Also, the bosses gain damage when another one of them is killed.  For example for the first three, if you kill Rik’kal, Skeer and Hisek will gain damage.  This kind of means that you will need to kill the bosses after a certain number of rounds.  I’ll tell you my guild’s successful kill order at the end. First general boss abilities…

Skeer the Bloodseeker
– Affects other Paragons: Causes tank to take 10% more damage from Rik’kal the Dissector’s melee attacks per stack
– Bloodletting, summons bloods which move towards a damaged Paragon and heal him, 2 spawns in 10 man
– Helpful buff: DPS buff, allows attacks to have a chance to summon blood orbs which heal (like healing spheres)

Rik’kal the Dissector
– Affects other Paragons: Causes tank to take 10% more damage from Skeer the Bloodseeker’s melee attacks per stack
– Applies stacking debuff, when expired spawns Amber Parasites which fixate on random players dealing high damage, healed to full every 10 seconds, not applied to tanks under active mitigation
– Turns random players in to Amber Scorpions who have their own attacks, one useful one can instantly kill the Amber Parasites, also causes player transformed to take damage
– Helpful buff: DPS buff, turns them in to an amber scorpion for 30 seconds

Hisek the Swarmkeeper
– Multishot to random members
– Aim, targets random raid members and stusn for 5 seconds, should be at least a few yards away from the boss, fires a damaging beam between them and himself, split by players who stand in between, each player who stands in between takes some physical damage and also spawns a zone on the ground that deals damage
– Helpful buff: Ranged DPS buff, first damage shot at player, deals more damage farther away, increases its damage taken by 15%

Ka’roz the Locust
– Charge random players around room who take damage and are disoriented for a while
– Jumps to platform and hurls amber down to form void sons
– Helpful buff: DPS buff, allows them to do the same thing and jump on the platform to hurl down amber, in addition, hurling amber at bosses encased instantly shatters it

Korven the Prime
– Shield Bash->Vicious Assault, knockdown followed by series of high physical damage attacks in front of him
– Helpful Buff: Tank buff allows them to encase other players in amber making them immune from damage for 5 seconds

Iyyoukuk the Lucid
– Deals 1/3 of a players health, instantly kills players below 25% health
– Assigns a series of colors (5 possible), shapes (5 possible) and numbers (5 possible) to players, he will then target a random player and all players who have that players color/shape/number and link them, anyone who comes in contact with the link will take damage, deals less damage if you are further away (think opposite of Stone Guards fire chain)
– Helpful Buff: Healer buff, target a player and heals all players of that race or class

Xaril the Poisoned Mind
– Affects other Paragons: Causes tank to take 10% more damage from Kil’ruk’s melee attacks per stack
– Caustic Blood, tank debuff, explodes fro massive raid damage at 10 stacks, application can be prevented by having an active mitigation ability up, also tank swap
– Toxic Injections, assigns raid members to either red, blue, or yellow
– Red: Spread
– Blue: Clump (only 2 in 10 man)
– Yellow: Move away from poison cloud
– Helpful Buff: Healing buff from corpse, 10 second duration, healing to target is stored then released when target takes damage

Kaz’tik the Manipulator
– 4 initially unattackable bugsaround room
– Mesmerize causes players to walk towards one of them, dealing physical damage each second, the bug gains energy for each tick, if the player reaches the bug they die and the bug becomes active, DPS the bug that is causing the players to break the fixate, they will also do this at 100 energy
– Fires beam at random player, everyone else should get out of the beam
– Helpful Buff: Any role buff summon a mob to help you DPS

Kil’ruk the Wind-Reaver
– Affects other Paragons: Causes tank to take 10% more damage from Xaril the Poisoned Mind’s melee attacks per stack
– Gouge->Mutilate, heavy tank hitting attack
– Death from Above, leaps in air and lands on random member dealing damage in a small AOE
– Helpful Buff: DPS buff from his corpse


Raid Buffs
Any Roll: Kaz’tik the Manipulator
Tank: Korven the Prime
Healer: Iyyoukuk the Lucid, Xaril the Poisoned Mind
DPS: Rik’kal the Dissector, Skeer the Bloodseeker, Ka’roz the Locust, Kil’ruk the Wind-Reaver, Hisek the Swarmkeeper (Ranged)

Interactions: Just means when these two are out at the same time, they should not be on the same tank
Kil’ruk the Wind-Reaver <-> Xaril the Poisoned Mind
Skeer the Bloodseeker <-> Rik’kal the Dissector

Recommended Talents: Speed of Light (for getting into the arrow from Hisek and avoiding other things), Holy Prism (raid is generally spread out)
Recommended Glyphs: Hand of Sacrifice, Beacon of Light and Divinity are basically the 3 standard glyphs now

Tank Damage: Moderate, can be kind of spikey when the bosses come out with the interactive tank debuffs but otherwise not too bad
Raid Damage: Low-Moderate, only dangerous times were when the bosses with color related mechanics came out

– Don’t pad, any dps on the target that doesn’t die will be healed when another paragon dies
– Kill Order

Beginning 1 2 3 4 5 6 7 8 9
Hisek 4
Rik’kal 1
Skeer 2
Ka’roz 5
Korven 3
Iyyokuk 6
Xaril 7
Kaz’tik 8
Kil’ruk 9

– While you’re killing Hisek, Rik’kal will spawn his first set of bloods which will move towards Hisek because he has the lowest health.  You should be able to kill Hisek before these bloods reach him.  Once the blood’s target disappears the bloods will not heal another target so you don’t need to worry about the first set.  You will need to kill the second set.
– After Hisek is killed, it’s generally a good idea to stay spread apart.  Watch for the orange crap on the ground as well as the boss who sents out sonic waves which do quite a lot of damage.  When the Kunchongs come out, have the raid move away from them so they aren’t too close when they become targeted for the mesmerize.
– We kill Hisek and Ka’roz before killing Iyyokuk and Xaril even though they’re out because they were left up for too long and their abilities were beginning to do a lot of damage.
– Just make sure you know what you’re doing for Iyyokuk and Xaril.  For the red/blue/yellow on Xaril, the blue people need to go find 1 yellow person to stand next to.  The red people need to spread out and the yellow people need to spread out but be aware if they’re soaking with a blue person.  For Iyyokuk, you have a fairly long amount of time to spread out and reduce the damage.

Garrosh Hellscream
The Garrosh encounter is a multiphase encounter with a transition phase that occurs between phases.  He starts off with abilities which are empowered and more abilities are added as the phases go on.
In Phase 1 which lasts until he’s at 10% health, he has two innate abilities.  Desecrate targets ranged players and throws a weapon greating a zone at the location.  This weapon can be killed in its unempowered form and the size of the zone decreases with its life.  He also does a buff on any adds that are up increasing their damage and health by 150%. There are three adds in addition to Garrosh.  The first is a typical tank and spank add which slows tanks with hamstring.  The second is a farseer who heals, casts chain lightning and a gains a buff each time you interrupt his casts.  You want to interrupt his chain heal so gaining buffs is inevitable.  You shouldn’t be interrupting chain lightning though so make sure the raid stands apart.  The third add is a siege engineer which spawns at opposite sides of the room and channels to free a wheel from the side of the room.  The wheels roll in opposite directions and each of them take up one half of the room so you can potentially avoid both of them.  The recommendation is to kill one of these and let the other one go. This should be done by 1 DPS in the case of 2 healers and a DPS healer such as a Disc priest or HotW Resto druid when 3 healing.
At 10% he will go in to his first transition phase.  This phase stays the same throughout the fight and lasts for 1 minute.  You have a chance to get transported to either Terrace of the Endless Spring, Temple of the Jade Serpent or Temple of the Red Crane.  You will have to defeat an add and stand in the buff it gives upon death which reduces damage by 50%.  After you kill the add, Garrosh becomes active and starts casting Annihilates which yoru raid must dodge.  You have a chance to DPS Garrosh now before he enters the next phase.  In the two Temples, you should split your raid into two groups.
After the first transition, Phase two will start.  Garrosh will be at full health, minus the damage you did to him during the transition.  Garrosh now has four abilities, 1 of which is the same from Phase 1.  These spells become empowered when Garrosh gains energy and remain empowered during the Phase.
– Whirling Corruption, AOE raid damage attack, corrupted at 25 energy, shoots missle at random raid members doing AOE damage in a small region and summoning an add, when these adds die, any other nearby adds get super buffed
– Touch of Y’Shaarj, mind controls random players who then try to mind control other players, the mind control is broken at 20% and the mind control they cast can be interrupted, corrupted at 50 energy, mind controlled people are empowered and can no longer be stunned, can still be interrupted
– Desecrate, same as Phase 1, corrupted at 75 energy, these weapons can no longer be killed, but still have a smaller zone radius when they have less health
– Gripping Despair, stacking DoT and requires tank switch, corrpted at 100 energy, when the buff disappears, it deals damage to the player equal to the value of the debuff and also causes the player to take 10% increased damage from it pr stack
In addition to these 4 abilities, every 2 minutes your raid will be taken to the transition phase again.
In the third and final phase, Garrosh will be at 100% again.  During this, he will use only the empowered abilities.

Recommended Talents: Speed of Light, Light’s Hammer (most of the time raid is clumped)
Recommended Glyphs: Hand of Sacrifice, Beacon of Light and Divinity are basically the 3 standard glyphs now

Tank Damage: Moderate-Heavy, boss hits hard bro, the first phase when the adds are out is one of the more intense tank damage phases, along with the last phase with the tank debuff
Raid Damage: Morderate-Heavy, raid damage is more or less moderate apart from heavy damage phases, this includes the whirling corruptions and the intermission phases where he annihilates

– Raid DPS is an important consideration on when you’re bloodlusting.  If you’re three healing, likely you will get to bloodlust twice, once in phase 1 for adds and once in phase 3.  If you’re 2 healing, your bloodlust will likely not be up again for phase 3 and you should save it for phase 3.  – The key part of this phase is phase 2.  If you’re three healing, you will likely end up going in to intermission before phase 3 and have an empowered whirling corruption right before that.  It’s important that you kill the adds in phase 2 and apart from each other. If you’re two healing, it’s very important to push the boss to phase 3 before he goes in to a second intermission.  You should pop your blood lusts and other things to get him to this point.
– I can’t stress enough the importance of an interrupt order for mind controls.  This needs to be spickety clean through the whole fight.  Forget about mind controls in phase 3 and zerg boss? It will be a wipe.
– For phase 3, I would advise killing the first set of corrupted adds. then kiting the second one around as your other tank takes Garrosh.  Be mindful of mind controls, they must be interrupted and broken out.  The last phase is kind of a clusterfuck so try not to get separated from the group.

Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 7-10)

Kor’kron Dark Shaman
This fight occurs in Orgrimmar commons.  The two shamans are sitting inside the main building where Garrosh usually sits.  I’d recommend someone like a hunter pulling them out and Feign Deathing so that they’re not located inside anymore.  Leading up to this, there are two cages of Alliance/Horde shamans.  You get the key from looting the body of one of the mobs and they will give you a 15% magic resistance totem to help you out.  The two shamans each have a mechanic which requires a tank swap.  This fight is slightly hectic in terms of positioning as there are several things that spawn around the whole area which players must get out of.  First is this green line of poison that shoots out after a few seconds on a ranged player from the boss.  It’s easy to see who’s got it because they’re illuminated with a huge green beam.  This player simply needs to move out of the rest of the raid who should be roughly clumped.  The next thing that spawns is this circling purple wind that does damage to anyone standing in it.  I believe this also turns in to a purple tornado which should also be avoided.  The bosses also periodically debuff random players with a DoT that much be healed up.  After a certain health (all these abilities are trigger by health percentages) he will start spawning a wall of immovable mobs which hit anyone who come near them.  They can one shot you.  Finally, periodically the boss will call down several globs of green goo that should be AOEd down.  These do some kind of ticking damage to anyone around them so tanks and melee dps should move out of it.  These adds should be slowed and CCed.

Recommended Talents: I went Light’s Hammer for this fight as our raid was stacked for a large majority of the time.  Otherwise, I just placed it down on the tank group.  This fight has a lot of movement though and perhaps Holy Prism would be better.  Speed of Light definitely for moving around.
Recommended Glyphs: Utilize your Divine Protection well.  Some good choices are Divinity, Beacon of Light and Hand of Sacrifice.

Tank Damage: Moderate, Tank damage can get a bit spikey with the nukes that the bosses send out.  When the globs spawn, keep a close eye on your tank’s health as they will take some initial damage from the AOE.
Raid Damage: Moderate, Raid will be getting random DoTs and possibly people standing in things they shouldn’t be so there is a lot of spikey or consistent DoT damage going around.

  • Positioning is key to this fight. Start off the fight in a neat formation and adapt as the things come out on the ground.  We started in the top left and scooted parallel like towards the right.  Make sure the bosses are facing the walls and close to the side when they spawn the wall of immovable adds.  The rest of the raid should designate someone to stack on and move roughly with each other.
  • Don’t run through the wall unless you’re really about to die or have some kind of damage reduction or prevention.
  • This is a pretty chaotic fight, you will be running around a lot so just be aware of people’s health as you avoid things yourself.
  • Kill the dogs first.

General NazgrimTactics on this boss is fairly easy.  G.Nazgrim is kind of like a warrior.  He switches between stances every minute or so beginning with battle, then berserker, then defensive.  In Battle stance, he gains a moderate amount of rage and does normal damage.  In Berserker, he does more damage, takes more damage and generates more rage.  In Defensive he gains no innate rage but does gain it from people attacking him.  He also takes less damage.  The only person attacking him during Defensive is the tank if they have the sunder armor debuff on them.  You should wait to taunt him right before he applies the debuff so you can actually hit him after you taunt.  The sunder armor debuff is the tank swap mechanic.  You should do it ever 3 stacks or so. Every 15 seconds Nazgrim will perform his highest costing rage attack.

  • 30 Rage, he leaps at a random target doing damage in a small AOE and two criss-crossed lines of fire will spawn from that point a few seconds later explode.  Moving either backwards or to the left or right if you are the target of the leap will avoid the fire
  • 50 Rage, he spawns a banner which causes attacks of all adds to give him rage, kill very quickly
  • 70 Rage, AOE physical damage attack, pop any physical damage reduction cooldowns
  • 100 Rage, throws a weapon at a random player which will damage them then spin around in place until the end of the fight

Basically any damage players unnecessarily take will give Nazgrim rage.  If you do the fight right, you should never be able to get him to 100 rage.  Your first job is to deal with these abilities.  Your second job is to deal with the adds.  He spawns 4 types of adds.  All of them can be stunned, rooted, etc.

  • Ironblades, tanks these, otherwise don’t do much other than spin around, ranged should slowly kill them
  • Assassins, focus a random target going stealth before and going up to their back, if you turn your back to them they backstab you which is likely a one shot
  • Arcweaver, randomly nuke players and blink around, interrupt as many of their spells as possible, kill these quickly, second priority
  • Warshamans, chain heal, put down healing totem, kill totems first, interrupt chain heal, kill these with first prioirity

Recommended Talents: Holy Prism, most of the time raid is spread out, Fist of Justice to help with the adds.Recommended Glyphs: The typical glyphs are fine.

Tank Damage: Low-ModerateRaid Damage: Low-Moderate, there are periods of time when he throws up raidwide nukes but those come with ample notice

  • If you are targeted by an assassin make sure you don’t turn around.
  • Fight is fairly straightforward with easy mechanics and lots of room for error.

MalkorokThe fight occurs in a circular room.  The fight is Tortos-esque in the sense that everyone gets a Debuff in Phase 1 called Miasma.  Every heal on these players will contribute to an absorb shield maxing out at the person’s life.  There is no way for this shield to drop however and any further damage taken beyond the shield absorb stays with the player until the next phase.  Malkorok has a few abilities.  As usual, there is the tank swap.  Other than this, he periodically places 3 circles around the room.  One person (and no more than one because the damage is not split) must stand in these purple circles.  Once they go off, if you have at least 1 person in each circle, that person will take a large nuke (which shouldn’t show up if your healers are doing it right).  If you don’t have one of the circles covered, everyone in the raid will take the damage nuke.  He will also periodically do an arcing smash which is simply something you need to avoid.  This ability plays a part in his third ability which is called Breath of Y’Shaarj.  After every 3rd arcing smash, he will light up the ground of the 3 arcing smashes with Breath of Y’Shaarj which will basically instantly kill anyone standing in it.  Due to this, you must track where the arcing smashes hit.  You should have one person in your raid marking this.  Finally, he will periodically send players in the air who will take some falling damage.  Players around this player will also get hit so spread out.  After this phase, he will transition to a second phase which lasts for around 20 seconds.  During this phase he has two abilities.  One is a frontal cone of around 2M damage that needs to be split between all members.  He repeats this very quickly.  He also puts a debuff on two players (in 10 man) that do some damage on the player but also periodically hits in an AOE around the player.  These players must move out of the raid and then get dispelled.  Do not dispell inside the raid.  During this phase, the AOE healing needed will be very, very high.  Think of it kind of like one of Megaera’s Ramages.

Recommended Talents: Light’s Hammer is a must for this one. Speed of Light…Recommended Glyphs: The typical ones are fine for this.  You could optionally glyph your divine protection to get the damage reduction to physical.

Tank Damage: Low-Moderate, nothing really noticeable to me.
Raid Damage: Moderate, High during phase 2, get ready with your AOE healing in phase 2. In phase 1, you can pretty much heal to your hearts content and being careful to go in to phase 2 with enough mana.

  • At the beginning of the fight, you have a few seconds before the first seismic slam goes out (the thing that punts you in the air and everyone around you) your raid should group in any AOE healing abilities to get your shields stacked.
  • Prioritize your ranged DPS to stand in the 2 farther our purple circles and your melee DPS to stand in the one closest to the boss.  Your tanks should probably not soak the pools.
  • Phase 1 of this fight is fairly simple to execute if you have someone marking the arcing slams.  Phase 2 is high damage but should be easily done with proper cooldowns.  It only lasts 20 seconds so you can pop all your cooldowns if you wanted to and have them be up for nearly the whole thing.

Spoils of Pandaria
This fight should be done in two groups.  Each group with a defensive, an offensive, and a bloodlust.  If you don’t have this, it’s not the end of the world, it just means things might be a little harder for you. There are 4 quadrants of the fight, each side with 1 mogu and 1 mantid quadrant.  Your group of 5 is responsible for dealing with one side of this.  In this area, there are a few different types of boxes, large, middle and small.  Some guides I’ve seen says the middle crate gives 4 energy but in my experience it gave 3 at least on 10 man.  Large ones do indeed give 14.  You should begin each quadrant by killing the panda crates and getting the buff from then which lasts the whole time pretty much.  Then you should start killing the big add, adding in some small adds as seen fit.  You don’t want to be overwhelmed but you also want to finish in time.  Your goal is to get 50 energy (opening the boxes and killing the mobs in them give energy) within a certain time.  In the mantid area, you will need to avoid certain things on the ground, run outwards when you are pulled in and finally, when the big crates are opened, you will get a bomb debuff with an extra action bar.  When you get this, you get around 4 or so bombs which you must throw on the ground before a they detonate.  You will also trigger them by running over them.  If you get this debuff, run to a corner and just deposit all the bombs as you are running forward and run away.  In the mogu quadrant, you should start the same, kill the panda crates then start on the other ones.  In this one, there will be random stone mogu that walk around and do a small arcing crash in front of them that stuns players in it.  They are not tankable, and should just be killed.  The crates will also spawn these urns that will spawn sparks which fly around the area periodically stopping to do AOE damage.  Kill these urns.  Once in a while, there will be a mechanic where two beams of light pop up a few yards away from each other. At least one player should be standing in each light, otherwise everyone in the raid will take a nuke.  Other than this, each quadrant has some kind of dispellable debuff and a buff to enemy mobs that needs to be dispelled.

Recommended Talents: Would recommend Holy Prism for this as it’s 5 man and there’s a lot of movement.  Also Speed of Light.
Recommended Glyphs: Nothing really special although you won’t need your beacon glyph for this one.

Tank Damage: Low-Moderate, if you’re doing this right, your tanks shouldn’t really be taking a lot of damage.Raid Damage:  Low-Moderate, Sometimes the damage ramps up a bit but overall the damage is quite low compared to other fights, unless people in your raid are bomb happy

  • The healer buff from the panda crates is pretty cool.  Periodically you have a chance to shoot out a wave of water which heals and damages in a line.  You should position this to hit as many people in your raid as possible.
  • You can bubble and detonate all the bombs in the area.

Heroic Dark Animus

I know this guide comes a little late in the season but due to some summer attendance issues, our raid progression has not been on par with what it was earlier in the patch.  Nevertheless, there are still some guilds out there attempting this boss so here goes.

Dark Animus is one of the hardest, if not the hardest, heroic boss in Throne of Thunder.   I finally got tired of sitting on this guide which I had written months ago so that I would fully understand the fight’s mechanics before going in to it.  Since then, there are several things that I’ve added to it.  There are several different successful strategies to killing DA all of which have their own benefits, downfalls and requirements for successful execution.  Almost all of these strategies require near perfect or flawless execution in the case of some roles and one wrong thing will basically make the fight a wipe.  Just get used to the sub 2-minute wipes now because a majority of them will be like that.  If you were to stop reading the guide here I would want you to know the following:

  • Part of the reason my guild had so much trouble getting this boss down despite being extremely overgeared was because we kept changing our strategy.  We would get frustrated doing something a certain way after just getting used to it and change the strategy.  If I was to go back, I wish we would’ve just stuck with one thing that was hard but doable with more practice instead of determining some how in the first few pulls that a certain strategy was not going to work.
  • Mages have some weird threat drop after mirror images, don’t use those before the pull.
  • Highly recommend even if you have the ilvl, do not try the zerg strat, go with one of the standard ways to kill him first.
  • Avoid if possible, pets tanking small anima golems. It’s not problem for 2-3 DPS to zerg one small anima golem down in < 5 seconds.
  • Every raid member should know the mechanics of this fight like the back of his/her hand.

For the duration of your progression on this boss.  At one time or another you may think one of the following (in a rough order):

  1. “This is not doable.”
  2. Weird Aggro Issues
  3. Tank’s dead at 0:05
  4. Anima Font -> Dead
  5. Tanks: Where do I go?
  6. Tanks: I’ll just grab this random add.
  7. Large Anima Golem Active
  8. Just ran through anima ring YOLO.
  9. No one’s there to soak anima ring.
  10. Siphon 1 – Interrupting Jolt…?
  11. Siphon 2 – Interrupting Jolt…
  12. Lets now decide to assign cooldowns for Interrupting Jolt.
  13. Double Time Swap -> Dead
  14. 4:00 Enrage
  15. Stop the Interrupting Jolt, Please
  16. After this point, you’re probably relatively on your way to killing the boss.

Those pieces of advice will save you a good chunk of your wipes.  This boss is easy to get frustrated on.  In my case it was more that people were not stepping up and saying I can do this even tho I’ve messed up X number of times but rather wanting to change the strategy because things got hard.  It’s understandable that people get frustrated, just don’t let it overly affect your performance and attitude.  That’s the point where things go downhill.  The most annoying thing is things can go to shit really fast at the beginning and after you consistently get past the 2 minute mark on this fight, you’re in good shape. Dealing with the interrupting jolts is a matter of organization and time swaps can be fixed but everything else in the fight at the beginning must be done perfectly even to get to that stage.

So enough with the long introduction, lets get in to the fight.

Recommended Talents and Glyphs

Tier 1: Speed of Light: Movement for time swaps, anything on demandTier 2: Irrelevant
Tier 3: Sacred Shield…OK who are we kidding…
Tier 4: Unbreakable Spirit: I have stated many times how Divine Protection is one of the most underrated spells, use it on this fight and you will see the power
Tier 5: Holy Avenger: Use before interrupting jolt to start stacking those shields and topping people up
Tier 6: Holy Prism (maybe Light’s Hammer for 25, but most of the fight is still spread healing)

Beacon of Light, Divinity, Something

General Spells

The fight starts off with four different types of mobs in the room:

  • Small Anima Golems (SAG)
  • Large Anima Golems (LAG)
  • Massive Anima Golems (MAG)
  • Dark Animus (DA)

Each of these mobs has an Anima bar kind of like a runic power bar.  This bar shows how many Anima that construct currently has and each mob has a maximum value that it can hold (unsurprisingly) related to its size.  Only enabled (I will explain what I mean by enabled shortly) golems who gain at least 1 Anima can become active.  On Heroic, in addition to all 25 SAGs having 4 Anima, Dark Animus will also begin the fight with 52 Anima at the beginning.  This is what changes the strategy for this fight.  This means that Dark Animus will begin the fight already having 2 of his abilities which he gains at 10 and 25 Anima, Touch of the Animus and Anima Ring.

In 10M 13 Small Anima Golems and 3 Large Anima Golems are disabled at the beginning.  This means that even by gaining 1 Anima, where an enabled Large Anima Golem would become active and start running around, a disabled Large Anima Golem would still be frozen in place but holding Anima.  In other words Disabled Anima Golems will never move around no matter how many Anima they have.  In 10 man, a key part of the strategy is to fill these Disabled Large Anima Golem with Anima since they will never move.

So one more time for clarity’s sake:

  • There are 4 different mobs able to hold varying amounts of Anima
  • Each mob has an enabled/disabled state indicating whether gaining Anima will actually make it get up and run around
  • Each enabled mob gaining at least 1 Anima will go from an inactive to an active state

The table below will hopefully sum the beginning up and be more helpful than confusing.

Construct (Anima Capacity) Enabled (10M) Disabled (10M) Active at Beginning (10M)
Small Anima Golem (4A) 12 13 12 (4A Each)
Large Anima Golem (8A) 5 3 0 (0A Each)
Massive Anima Golem (36A) 2 0 0(0A Each)
Dark Animus (100A) 1 0 1 (52A)

Once an Anima Golem is killed, any Anima that it’s holding flies to the nearest Golem no matter what that golem is as long as it has enough capacity to hold it.  It also must be able to hold all if it (example: Golem A has 3 empty Anima.  Golem B has 4. Golem C dies with 4 Anima, even if Golem A is closer, the Anima will fly to Golem B.)  During the fight, Dark Animus’ Siphon Anima ability sucks Anima from all other Golem constructs if they have any (SAGs, LAGs, MAGs).  When a Golem gets all its Anima siphoned off it will become disabled. Lastly, Dark Animus enrages at 100 Anima still.  Kill him before he kills you.

Anima Spells

Other than Dark Animus, all of these abilities are castable by mobs as long as they’re active (an enabled one gains at least 1 Anima).  Dark Animus gains more abilities as he gains more Anima.  Each mob other than Dark Animus and the Massive Anima Golem (which as 2) has 1 special ability.  This doesn’t change from Normal to Heroic but as usual, does more damage.

Small Anima Golem

Acceleration Link: Linking two Small Anima Golems will cause them both to gain this buff which increases their attack speed by 250%, their damage done by 175% -> 250%, their run speed by 30% (stacking) and their size by 5%.  Linking 3 or more of these golems doesn’t increase further any of these abilities except for their speed.

Note: Small Anima Golems take a lot less damage from AOE abilities through their Evasive buff (90%).

Large Anima Golem

Crimson Wake: Repeated explosions from the ground follow a player around in a line.  This follows a player for 30 seconds and deals 200,000 -> ______ Fire damage.

Massive Anima Golem

  • Matter Swap: Debuff placed on player which lasts 12 seconds.  After 12 seconds, or when the spell is dispelled/bubbled, otherwise gotten rid of, Arcane damage equal to the player with the debuff’s is done to the player and the person farthest away from them split depending on when Matter Swap disappeared.

For example if player A who gets Matter Swap has 500,000 HP and player B who is the furthest away from player A has 450,000 HP, then if the spell is dispelled at 6/12 seconds, 50% of 500,000 will be done to both players.  The damage was split twice because the spell was dispelled halfway through its 12 second duration.  On the other hand without immunities, if Matter Swap is allowed to run its full course, player B will insta-die because they will take 100% of 500,000 damage.  Likewise if Matter Swap is dispelled too early, player A will be dealt a massive amount of Arcane Damage.  You want to dispell this around 6 seconds if it’s a normal swap or just let it run it’s course if it’s someone who decides to use a large damage reduction ability for a Time Swap close to an Interrupting Jolt.

  • Explosive Slam: Slams the ground in front of the Massive Anima Golem hitting any players within 9 yards for 140,000 -> 174,500 Fire damage and inflicts them with Explosive Slam which causes them to take 50% more damage from future explosive slams.  This debuff can stack.

Note about explosive slams.  It is indeed possible for a DK to cheese this debuff if he’s only tanking one.  He need only apply his AMS before the 3rdnd slam or so with a damage reduction cooldown.  As long as he doesn’t take over 400,000 damage or do (depending on your DK’s health) the slam debuff will fall off and he will be able to tank the boss for another few stacks before AMS is up again.  Unless the golems become empowered which I think he will have to switch sooner, a DK can tank 1 MAG pretty much indefinitely.  Paladins can also bubble the stacks off, but can not bop other players to take the stack off. Empowered MAG is a different story but may still be possible.

Dark Animus

  • Siphon Anima (active on 0 Anima): Siphons 1 Anima from any golems in room who have Anima, enabled or disabled.  This occurs every 20s and the first one occurs 2 minutes into the fight.
  • Touch of the Animus (active on 0 Anima): Debuff kind of like the one from Protectors in Terrace which deals 40,000 Fire damage every 4 -> 2 seconds for the rest of the fight.
  • Anima Ring (active on 10 Anima): Spawns several spheres around Dark Animus’ target that slowly move towards the center.  Players who touch one of these spheres will receive a debuff which makes them take 200% more damage from melee attacks for 15 seconds.  This stacks with the amount of spheres touched.  In Heroic, the player who soaks the sphere takes 180,000 Fire damage over the 15 second duration after soaking a sphere.  This also stacks.
  • Anima Font (active on 25 Anima): Affects individuals who already have Touch of the Animus, causing them to throw Anima bolts at nearby locations ever 1 second for 375,000 Fire damage
  • Interrupting Jolt (active on 7 Anima): Deals 135,000 Nature damage to all players and an additional 350,000 -> 475,000 Nature damage to players who are casting and interrupts them for 8.5 seconds.
  • Full Power: Dark Animus’s Enrage where he throws random bolts that do 500,000 Fire damage to enemies within 5 yards of impact.  It does sound like you might be able to avoid dying to this immediately.
  • Empower Golem: Dark Animus targets 1 active golem with least health healing it by 3% and increasing its damage by 24% for the rest of the encounter.  Fun Fact: It also gets slightly bigger!

There isn’t a lot of complexity in terms of all sorts of different kings of mobs doing all sorts of different kinds of things but rather in when and where the mobs are killed.  There are mainly 3 classes of strategies out there.  The first of which is the 2 tank strategy AKA Blizzard intended strategy which perhaps is more complicated to execute but has been successfully used to kill the boss.  Also, depending on your tank and healer make up, it may be easier to do it this way.  The second of these is the 3 tank strategy where the execution is a bit simpler and you have less damage on tanks but less healers to deal with interrupting jolts.  The third is the zerg strategy which probably should not be attempted unless your guild ilvl is at minimum 535 and even then not recommended for a first kill.  There are several variations of the fights with either 2 or 3 tanks.  I’ve uploaded an Imgur folder of all of the strategies in the same map format as below so you can look through which of them would better suit your purposes.  For the sake of length though I will only go through one of the strategies for each 2 and 3 tanks and one for the zerg strat.  My hope is that you will understand how the unmentioned strategies work from looking at these.  As mentioned, the first Siphon Anima begins at 2:00, after 2:00 the standard strategies follow the same concept, it is only how the small anima golems are put into the large golems that’s different.

Finally before I start talking about strategies, your map on 10 man will likely look much different from mine.  You will need to plan your anima golems accordingly.  A good idea would be to first determine which small ones are being deposited in the large ones and then determine which ones will be going into the massives.  You can always switch around killing actives for inactives depending on position.  This is why understanding the fight is important, you will need to make customized changes to your raid strengths.

Strategy 1: 2 Tanks, 2-3 Healers, 5-6 DPS (First Interrupting Jolt on Siphon 4/5, Fight Length 5/7 minutes)

To avoid multiple wipes of pets not doing what you want them to do, I would avoid trying to have one of your warlock or hunter pets tank an add.  It’s certainly possible but if that pet does not grab the add and it starts to run off, just know that the fight is probably a wipe.  The following is one variety of the 2 tank strat with 3 healers and 5 DPS.  The first is a map of how your raid should be set up.  This varies map to map.  The second and third table tracks the Anima of all your golems at different points in the fight. The first is the way without killing any additional golems.  The second is the way killing additional golems for more time.  In truth, I would recommend doing something in between, if you need a minute more for example, kill 2, etc.

Beginning (Pull)

Small Anima Golem: 25 available, 12 enabled and active/13 disabled, 4A each
Large Anima Golem: 8 available, 5 enabled and inactive/3 disabled, 0A each
Massive Anima Golem: 2 available, 2 enabled and inactive, 0A each
Dark Animus: 52A, active

Room setup, healer 5 is a DPS hybrid healer like a monk or Discipline priest who will be responsible for healing/dispelling/killing the adds on that half of the room.  This healer will not be near the tank.  Healers 6 and 7 will each have one SAG on them for the duration of filling up the first MAG.  One of the healer will have a SAG on them for the whole time until all of the Anima from that SAG is siphoned away (by siphon 4).  Tank 2 should be a higher mobility tank.  The DPS killing the SAGs into the LAGs afterwards need to help Tank 2 whittle down some of the SAGs.  This includes one of the active SAGs on the healers and helping Tank 2 as he runs around killing the inactives.  DPS around the ring soaker need to help the ring soaker kill his SAG first before turning to theirs so he/she can get to Tank 1 quickly enough.

  • Tank 2 gets three active small golems and brings them to left massive golem.  Bring activated massive golem around to 6 additional active/inactive small golems (preferably on the same side of the room) leaving the SAGs on healers. At this point, the left active massive golem is has full anima.  Tank 1 grabs Dark Animus and one active SAG.  Once Tank 2 fills up his first MAG, Tank 1 will taunt it.  He/she will now be tanking DA, one MAG and one enabled SAG. Following this, the tank should go over and first bring 1 active small animal golem (preferably on a healer) to the right inactive massive anima golem.  This will activate the golem.  They will now be tanking 2 active massive anima golems.  They should bring this around to a total of 8 active/inactive small animal golems.  The active/inactive ones will be variable depending on your layout.
  • In the mean time, the DPS and healer/dps hybrid should kill two active/inactive small anima golems such that three disabled large anima golem will gain both their anima. This gives 3 disabled large anima golems with 8/8 full anima.  This will once again depend on where they’re situated.
  • At 52A, Dark Animus will already have Anima Ring and Anima Font abilities.  Tank 2 needs help getting out of the ring abilities from melee DPS.

All this should be done before the first siphon and can be done but most likely won’t be done on your first few pulls.

Siphon 12 (+2:00)

Small Anima Golem: 1 available, 3A
Large Anima Golem: 8 available, 5 enabled and inactive/3 disabled and inactive, 0A in enabled/7A in disabled
Massive Anima Golem: 2 available, 2 active/0 inactive, 35A each
Dark Animus: 58A

  • Tank 2 taunt the large anima golem on Tank 1 until his Explosive Slam debuffs are gone.  Tank 1 on boss.  This will be swapped ever 5-6 stacks with normal MAGs and earlier for empowered MAGs (after siphons 4).
  • All other DPS should be on Dark Animus.
  • If your DPS is tight, you can kill the SAG early and all three MAGs to prolong your fight by nearly 2 minutes.  This is provided you can continue to live through the Interrupting Jolts.  After Siphon 2, you can opt to kill 1 SAG for 30 more seconds.

Siphon 3 (+2:40)

  • You can opt to kill one of the LAGs into the MAG you did not fill the SAG with for another 30 seconds.

Siphon 4 (+3:00)

  • You can opt to kill one of the LAGs into the MAG you filled the SAG with for another 30 seconds.

Siphon 5 (+3:20)

  • You can opt to kill one of the LAGs into the MAG you did not fill the SAG with for another 30 seconds.

As mentioned, the disadvantage to this strategy is it’s slightly more complicated and requires one of your Tanks to run around with his head cut-off for the first 2 minutes.  Once they get used to it and if they’re willing to do it, it’s quite simple.  They need to be aware of where they are and where they’re going the whole time.  This is also a better strategy if you have absolutely no third tank or just need more healing. You can also do this strat with 2 healers.

For healers, you should feel free to use all of their big cooldowns at the beginning of the fight.  The first interrupting jolt should come after 3 minutes at least if things are done correctly where the 3 minute cooldowns should come off again.  The tank tanking the 3 SAGs at the beginning will need heals poured on him (one assigned healer) in the beginning for the first 10-15 seconds or so before he kills one and then his damage intake will drop significantly and you can worry more about healing the raid.  I was healing out with tank healer with a shaman assigned to specifically healing the tank and I used both Holy Avenger to EF everyone on my side followed with GotAK when the tank’s large cooldowns came off ~6 or so seconds into it. The damage on the rest of the raid is extremely manageable.  For Holy Paladins, you should aim to get an EF up on the tank and heal up people with IH as much as you can before pull. It will save you a lot of time later.   Once again, you can see the other 2 tank strats on the imgur album.

Strategy 2: 3 Tanks, 2-3 Healers, 4-5 DPS (First Interrupting Jolt on Siphon 4/5, Fight Length 5:40/7:00)

The benefits to this strategy are that the tank swaps are much similar.  If you have a DK and Paladin tank + some other Tank you essentially don’t need to do any tank swaps.  On the down side, your DPS needs to be slightly higher since both of your anima tanks won’t have much vengeance on them.  In general if you are overgeared for the fight, have 3 competent and semi-well geared tanks (at least normal ToT gear) I would recommend doing it with 3 tanks.  You can potentially take 3 healers for this strategy as well depending on your raid makeup.  The following is an example of 3 Tanks, 2 Healers, 5 DPS.


Beginning (Pull)

Small Anima Golem: 25 available, 12 enabled and active/13 disabled, 4A each
Large Anima Golem: 8 available, 5 enabled and inactive/3 disabled, 0A each
Massive Anima Golem: 2 available, 2 enabled and inactive, 0A each
Dark Animus: 52A, active

  • Tank 2 gets three active small golems and brings them to left massive golem.  Tank 3 gets two active small golems and brings them to let massive golem.  Kill all of these around the massive golem so anima from all 5 enter the left massive anima golem.
  • DPS kill a total of 6 SAGs into 3 LAGs.
  • Tank 1 will pull one active small anima golem and Dark Animus to the center of the room.
  • After Tank 2 gets the three active small golems into the left massive golem, he will activate the other massive golem a few seconds after a matter swap with a disabled SAG.  He will then run around and get 8 more disabled SAGs in to the other MAG.
  • Healers will not have any anima golems on them.

Siphon 1 (+2:00)

From here on, there will be no tank swaps and all DPS will be on DA.

Siphon 2 (+2:20)

You can optionally kill one enabled SAG which is on the tank to MAG 1.

Siphon 4 (+3:00)

You can optionally kill one disabled LAG into MAG2.

Siphon 5 (+3:20)

You can optionally kill one disabled LAG into MAG2.

Siphon 6 (3:40)

You can optionally kill one disabled LAG into MAG1.

Once again, you can pick and choose which optional golems you kill to extent time.  Personally think killing two LAGs should give you enough time.

Strategy 2: 1 Tank, 2 Healers, 7 DPS (Zerg Strat, First Interrupting Jolt on Siphon 1, Fight Length Max 2:20 + Enrage Survival Time)

Let me just say one more thing before explaining this and that’s that you should go into doing this strat if your guild’s average iLvl is either under 535 or if the members in your guild can’t pull an average of 185,000 DPS minimum each.  Your tank will likely be doing 2x everyone else so there is some leeway on this but if you don’t have the DPS you shouldn’t do it this way.

This being said, if you wipe a few times under DPS it doesn’t mean you don’t have DPS.  This is a fairly challenging fight to master, especially because a majority of your raid will still not know the mechanics of the fight 20 or 30 wipes into it.  Everyone needs to be familiar with position their anima, running out of anima font, etc. while still pulling above average DPS.  Do it until you’re all familiar with things, especially your tank as they will be putting out a massive amount of DPS at the beginning.  They need to strike the right balance between staying alive and keeping their vengence up to do enough DPS.

Since I mentioned that we wiped a good 20-30 times doing the second strategy on this, after switching back to the zerg strat, people had finally figured out how to grab their adds, where to stand to be comfortable so it made doing the zerg strat seem a lot easier.  You shouldn’t go into the fight doing it this way and thinking you can kill it in a few pulls in other words.  Any way you do it, it will take you quite a few pulls to figure things out.  Just don’t get frustrated, stick with a strategy that feels right with you and get used to it.


Every other DPS needs to focus the boss. The boss will enrage at 2:20 and start spewing bolts which will most likely one shot people.  Fortunately you can mitigate this and immune damage and hopefully kill him before he kills everyone.  With this method I believe that the boss will do 2 interrupting jolts which you should have 2 raidwide cooldowns for.  The two main points that will prevent you from killing this boss is if you don’t work out the first phase.  For example your tank keeps dying or your extra add is in a weird position or people don’t know how to grab their anima golems.  As paladins of whatever class, you should have zero problem keeping agro on your add since you have a taunt yourself. (You will not believe how difficult this can be…) The second point is people who don’t get out of anima font.  Standing in Anima font will take as I said 375,000 damage.  Even with heroic gear this is quite nearly 60% of your health.  With your add hitting you and the Touch of Animus debuff you really can not stand in this shit.  GTFO for reals.

Final Words

This will be the hardest boss you come in contact with up to this point so don’t get discouraged if it’s taking you longer to kill him.  The more you understand the fight, the easier it will be for you to figure out what’s wrong and improve.  There’s nothing more annoying that having people die to things which they don’t know what the cause was.  For your guild and your own sanity, understand the fight to at least at a basic minimum of knowing what the spells from each mob is the general animus mechanic.  Do this and stick with it and persevere!  Check out the links below for version of the maps and tables you can edit for your guild.  Hope this helps!

As always I make many mistakes.  If you spot something please let me know.

Link to Editable Fight Map (Powerpoint, Top Part of Images)

Link to Anima Timing (Excel, Bottom Part of Images)

Heroic Durumu

After no progression and only clearing for 4 weeks, this boss was fairly easy to come back to.  The fight took around 10 pulls to get.  Only got a few tries in on Heroic Primordius last night and he seems harder than Heroic Durumu so I’d recommend trying this guy either around the time you do Heroic Council or Heroic Megaera.  Heroic Durumu is also a fight where better item level will get you very far so if you’re already slightly overgeared for the content then you should be fine doing this fight. Compared to normal, all of Durumu’s spells hit harder of course.  In addition, there are a few things introduced on Heroic most important of which are Dark Parasite and Ice Walls.  I’ll go into how to deal with everything so lets get started.

General Raid Makeup:

  • 1-2 Tanks (1 if you have a paladin, doesn’t need to be protection)
  • 2 healers (I would not recommend 3 healing unless you’re 1 tanking the fight, getting through the light spectrum phase faster is better than getting through the light spectrum phase slower with more healing.)
  • 6-7 DPS

Recommended Talents: Speed of Light, Holy Avenger, Unbreakable Spirit/Clemency, Holy Prism > Light’s Hammer
Recommended Glyphs: Divinity, Beacon of Light (if 2 tanking) or Protector of the Innocent (if not), Beacon of Flash of Light or Beacon of Avenging Wrath doesn’t really matter…

* Would recommend going for intellect buffs even though this is a heroic fight…mana is not a big issue.

 General Spells

Gaze (Derp Spell) – If no melee targets are within Durumu’s range he will hit all players for 50% weapon damage (Physical)
Hard Stare (Tank Debuff) – Inflicts 150% weapon damage (Physical) and applied Serious Wound and Arterial Cut

  • Serious Would – Receives 10% less healing/stack
  • Arterial Cut – Suffers 40,000 -> 60,000 (Physical) damage every 1s until healed to full

Light Spectrum – Three color beams (blue, yellow and red) track 3 random targets in the raid (no tanks).  After 3s the beam will change to a cone.  Blue and red cones will track players while the yellow cone will begin rotating (can be either clockwise or counterclockwise) around in a circle.  The longer you stand in each cone, the more damage you will take from being in the cone.  This is tracked by a debuff with the color. The three cones are called Infrared Light (Red), Bright Light (Yellow), Blue Rays (Blue).

  • Damage increase from the standing in the cone is increased by 2% -> 3% every 2 seconds
  • If no players are in one of the cones, players will receive 200,000 Fire/Nature/Frost damage every 2s depending on which cone is empty
  • If at least one person is standing in the cone, players will suffer 125,000 -> 166,667 Fire/Nature/Frost damage every 2s distributed evenly among the total number of players in that cone

Light Spectrum Adds – 3 Crimson Fog (red), 2 Amber Fog (yellow), and 1 Azure Fog (blue) adds will spawn during each light spectrum.  They are completely stationary and only begin to cast their specific ability when they are unrevealed.  All of these are invisible unless they are revealed with the cone of light.  After a fog is revealed, if the beam moves from the mob and unreveals them before they die, all players will take 300,000 -> 500,000 Fire/Nature/Frost damage depending on which revealed one was was unrevealed.  Additionally, Azure Fogs (blue) will explode for this damage when they are killed.

Crimsom Fog Special Ability – Caustic Spike

  • Targets random players and inflicts 60,000 -> 80,000 (Physical) damage

Amber Fog Special Ability – Amber Retaliation

  • Cast once for every 10% health lost, inflicts 15,000 (Physical) damage to all players in cone of Bright Light (yellow)

Azure Fog Special Ability – Icy Grasp

  • Inflicts increasing Frost Damage to all players in blue cone

*Azure Fogs will also respawn when killed.

Mind’s Eye (Random AOE Cone Attack) – randomly casts Force of Will

  • Force of Will – targets random player, purple cone appears on ground around target location and any players in this cone are knocked back to their deaths when Force of Will finishes casting

Appraising Eye – randomly casts Lingering Gaze

  • Lingering Gaze – targets two random players and throws a green ball on to them, when it lands it explodes for 50,000 -> 65,000 (Shadow) damage to all players within 15 yards and creates a zone on the ground  which deals 75,000 -> 100,000 (Shadow) damage and slows movement by 30% to any players who come in to the zone

Evil Eye – randomly casts Dark Parasite (can target anyone)

  • Dark Parasite – deals increasing shadow damage to host, see damage increases on duration in table below, dispelling this causes the parasite to change to Dark Plague
    • Dark Plague – duration equal to time left on Dark Parasite when dispelled, spawns wandering eyes ever 3 seconds
      • Wandering Eye – attacks random players, inflicts 50,000 (Shadow) damage to host every 2 seconds and causes host to suffer same amount of damage done to it

Buff Duration

0% Mitigation

15% Mitigation

40% Mitigation





























































Disintegration Beam – focus beams to central spot in north of map for a couple of seconds, turns in either clockwise or counterclockwise direction as Cross-Eyes create maze of Eye Sores all around the platform, anyone hit by the beam instantly dies, no immunity effects work on this

  • Cross Eye – creates Eye Sore maze on platform
    • Eyes Sores – inflict 125,000 -> 160,000 (Arcane) damage to all players standing on it every 1s, eye sore maze is continually revealed as beam rotates
  • Stern Eye – appear around circumference of platform and face forward covering an inverted cone, cast Stern GazeMind Daggers – any active eyes such as Wandering Eyes will inflict 30,000 -> 48,000 (Arcane) damage to one random player
    • Stern Gaze – inflicts arcane damage to 2 closest players, the further they are away, the less damage they take
  • Walls of Ice – three walls of ice appear in a peace sign formation with one wall being aligned to the disintegration beam, each wall has sections which are health linked

Hungry Eye – periodically summons Life Drain

  • Life Drain – focuses on random players and beings to siphon life, stunning them for 15 seconds, life drained will add to Durumu’s health pool (effectively healing him), the longer the drain Is on one person the more life will be drain, always target closest player between target and eye which spawns near Durumu, Physical damage

* Life drain this for (unmitigated) around 75-80K  the first tick, around 120K the second tick and around 150K the third tick

Obliterate – Durumu kills all players if not defeated in 10 minutes or if the Light Spectrum phase is not completed in under 80 seconds


Everything about the light spectrum adds is the same.  Don’t reveal the blue add, reveal Red gradually.  Yellow will reveal by items.  The phases of the fight go in a well defined order.  For the duration of the fight, he will cast Force of Will, Lingering Gaze and Dark Parasite.

Low Damage Normal -> High Damage Light Spectrum -> Ice Walls Closely Followed by Disintegration Beam -> Ice Walls Closely Followed by Light Spectrum -> Ice Walls Closely Followed by Disintegration Beam -> Ice Walls -> Light Spectrum

Spawn times:

  • Ice Walls spawn approximately every 36s after the first spawn which is during the first disintegration beam
  • Dark Parasite cast is more variable, at points it was being cast every minute, then there was more than a minute and sometimes almost 2 minutes between casts.  I do believe the cast is based on something else since it doesn’t go off during the maze, the timer on DBM should be accurate

This phase order means that at certain points basically before each Ice Wall, the raid needs to be clumped in the same quadrant.  The three walls always spawn in the same spots in a peace sign formation so you should know exactly where to stand each time.  During the Ice Walls before disintegration beam, you should always clump in either the left or right 180 degree cone next to the Ice Wall. This allows you to quickly go to either the left or right depending on which direction Durumu is turning.  During the one before Light Spectrum, it’s only important you’re in the same quadrant.

This fight is extremely easy with good coordination.  You absolutely don’t want to waste time inching around the circle trying to find the beasts.  You should and can know where they are before they spawn.  You should assign the following:

  • 1 person (ranged dps or tank) to move to where you need to stand for Ice Walls, this person should be familiar with where the walls are going to stand
  • 3 people (preferably melee dps) assigned to watch where the 3 Crimson Fogs spawn and place their own color raid markers down
  • 1 person  (anyone) to watch for where the blue one spawns for the blue cone and place their own color raid marker down
  • 1 person (preferably ranged DPS) to watch for where the yellow adds spawn and kill them when they are revealed by the yellow light

Also what needs to be coordinated are where people are standing during the light spectrum phase.  This is what worked for our group:

1st Light Spectrum

  • Yellow: 1 Ranged DPS + Off-tank + Main tank until their damage becomes too great, then step out
  • Red: Healer 2 + Melee DPS, if you don’t have any just place some ranged, there should be at least 2 people in this
  • Blue: Healer 1 + 1 Ranged DPS

2nd Light Spectrum – Healer 1 and 2 switch places

In the first Light Spectrum, you can most evenly divide the setup depending on what your group makeup is.  It’s always good for at least 1 person to be free to take the place of someone who receives the beam but is not assigned to stand in the color.  2 people standing in each beam is fine.  In the second Light Spectrum however, a life drain will come during the middle therefore you need 3 people who can actively run to the life drain.  You have to have communication during the life drain as this is one of the hardest parts of the fight.  Do not! Go above 3 stacks.  Many BossMods like DBM or BigWigs count out how many stacks you have in chat bubbles.  It would be a good idea for this fight.  After the next person steps in the person after that should be ready to step in immediately. Everything gets chaotic when the life drain comes during the Light Spectrum so most likely this will be the phase you’ll be stuck on getting past.  If you can coordinate this well then you should be quickly downing this boss.  The other thing is, don’t make it a mad mob rush to stand in the beam out of the lightning phase.  Each time you take a tick of the life drain you will be stunned so you don’t want a bunch of people getting 1 stack and taking a bunch of time off DPS.  Coordinate it cleanly.

I never noticed the Amber Mobs in the normal version of this fight and only really saw them in the second version.  My guild didn’t have any bugs with this mob but apparently other guilds did.  It will be good to assign one ranged DPS to focus on these yellow mobs when they appear.  You have only a limited amount of time to kill the move and while they don’t have a lot of health and can pretty easily be killed by one person you still need to watch out for them.  This is why it would be good to position the yellow beam when it first is being shown on whoever its target is to go to a place far away from where the yellow marks appear on the ground.

Dark Parasite

Several ways to deal with this.  If your raid has two shamans you’re in luck and you should never even have to deal with this.  If your raid has one shaman you’ll deal with it 50% of the time if they’re awake.  Why? Because grounding totem can soak up this spell.  See the evidence below from World of Logs (no I did not just type this up -_-):

[20:58:28.678] Evil Eye casts Dark Parasite on Grounding Totem

If you can completely avoid this spell it will make what was originally not a difficult mechanic completely nonissue.

If you do need to deal with this mechanic, then you should know as holy paladins that Hand of Purity does not work on the DoT portion of this effect because apparently it’s not a dot even though the Wowhead spell says “periodic damage”. Therefore I would recommend you take either Unbreakable Spirit or Clemency for the sacrifice which will help a lot especially considering the final ticks of this can go above 400k.  My recommendation is to be smart about this debuff.  Sure it’s not great to dispell it, but if you’re about to die, dispelling it removes ALL of the damage.  You should not be in danger of dying unless you’re under 12 seconds and at that point, you should place a sacrifice on the target and hit your divine protection.  Coordinate a cooldown with your other heals such as Pain Suppression or whatever healing cooldowns you have.  It should honestly not be a big issue.  One problem we were having is that people would run out of range of the healers when the parasite came during light spectrum.  This is why we switched the healing locations up.  You should be able to reach people if you stand close to the boss but in the panic of things you might just want to stand near them instead of trying to find them.

The maze is no difference apart from the fact it does a little more damage and the ice walls are right before.  You have to kill the walls and be positioned on the right (not left/right but wrong/right) side of Durumu before he starts rotating.  If you have an elemental shaman, bring them for ice walls and grounding totem.  You should be ready to run to either side of the beam so get close to the wall as it’s about to die.  Don’t die on the maze at this point you should be familiar with doing it.  Patience is the key.  Apparently there is additional damage during the maze phase but honestly I didn’t even notice it.  Keep throwing out AOE heals and you should be fine.

Execute your normal mode mechanics roughly perfect and life drain perfectly, deal with heroic mechanics and you should be quickly on your way to killing this boss.  For healers, the majority of the damage like 80% is during light spectrum so don’t be afraid to pop your healing cooldowns.  Furthermore, since you should only be experiencing two your 3 minute cooldowns will be up for every single light spectrum.  Holy Avenger is really nice on this fight due to the HoT and everyone taking a lot of periodic damage.  In general, this fight is a lot less healing intensive than Megaera while being around the same in mechanics execution.

Anything else I haven’t covered, feel free to ask!  Good luck!