Content


Area 1

 

Primal Juggernaut   

  • Excavating Blast: Cast that puts a  brown circle on a random players location. When the cast ends the circle will explode. This deals damage to anyone inside and places a ground effect that damages and slows anyone inside. Deadly in high keys!
  • Crushing Smash: Cast that is used after Excavating Blast. This ability deals heavy damage to the main target.

 

Flashfrost Earthshaper

  • Tectonic Slam: Cast that deals heavy aoe damage to all players. It can be interrupted by CCing the mob. Healers should watch out for this cast, especially if multiple are going off!

 

Primal Terrasentry

  • Stone Missile: Cast that puts a brown swirl at random players location that explodes when the cast finishes. Deals nature damage and knockbacks anyone inside. Can be CCd to interrupt but it is not necessary.

 

Flashfrost Chillweaver 

  • Ice Bolt: Cast that deals frost damage to target.
  • Ice Shield: Channeled casts that puts a stacking absorb shield on friendly target. The absorb increases the longer the cast channels, and makes the target immune to CC.

 

Infused Whelp 

  • Touching any eggs will cause them to hatch and spawn Infused Whelps. Melidrussa Chillworn will also hatch Infused Whelps while fighting her.
  • Cold Claws: Cast that deals frost damage and applies a stack of Primal Chill to their target.
  • Primal Chill: Stacking debuff that reduces movement speed by 10% per stack. At 8 stacks the target is Frozen Solid.
  • Frozen Solid: Player is unable to attack or move for 7 seconds and takes frost damage every second.

 

Defier Draghar

  • Steel Barrage: Inflicts heavy physical damage to main target every 0.5 seconds for 3 seconds. Tanks should be prepared for this on high keys. Each strike shoots off molten steel. Where it will land is indicated by a red swirl, any players standing inside when the steel lands will take damage.
  • Blazing Rush: Will face random player then charge. This deals heavy physical damage, applies a 6 second bleed, and knocks up anyone in his path. In high keys this ability will one shot players so avoid it at all costs.
 

Melidrussa Chillworn

 
  • Take Chillstorm away from group
  • Tanks watch out for Frigid Shard
  • Tanks pick up Infused Whelps ASAP
  • Healers dispel Primal Chill before 8 stacks
  • DPS focus boss During Frost Overload and interrupt her
  • Healers be prepared for group damage during Hailbombs, Chillstorm, and Frost Overload

     

  • Primal Chill: Being hit by most of Melidrussa’s abilities applies a stack of Primal Chill. This reduces movement speed by 10% per stack. At 8 stacks the player is Frozen Solid for 7 seconds and takes frost damage every second. Healers should watch this debuff and dispell as needed.
  • Frigid Shard: Deals heavy frost damage to main target. She can spam cast this so tanks need to watch this cast.
  • Chillstorm: White circle placed on random player. After a few seconds the circle drops at the player’s location and forms a storm. This storm pulls in all players. Anyone inside the eye of the storm takes frost damage and has a stack of Primal Chill applied every second. 
  • Hailbombs: Cast that deals frost damage to all players and shoots out several Hailbombs. Where they land is represented by white swirls. Anyone who touches a Hailbomb takes heavy frost damage and has 2 stacks of Primal Chill applied.
  • Awaken Whelps: Summons several Infused Whelps that the Tank needs to pick up ASAP. They cast Cold Claws to apply Primal Chill to their target. Use CC and interrupts to prevent too many Cold Claws casts from going out, as players can quickly become Frozen Solid by these adds.
  • Ice Bulwark: Puts a damage absorb shield around herself that protects her from being interrupted. Then she starts casting Frost Overload. DPS need to break this ASAP.
  • Frost Overload: Pulsates frost damage to all players every 2 seconds for 16 or until interrupted. Good spot for Healer CDs.

Area 2

Note: You have to kill all the Blazebound Destroyers to make the boss attackable.

 

Scorchling 

  • Firestarter: Permanent buff that occasionally drops flame patches under the mob when it moves.
  • Burning Touch: Cast that puts a magic dot on target that deals fire damage every 2 seconds for 10 seconds, this effect stacks. Healers can dispel this.

  •  

Primalist Cinderweaver   

  • Cinderbolt: Cast that deals fire damage to their target, and they will spam cast it if not interrupted. These mobs target random players and it is possible for all of them to target the same person and annihilate them. This cast should be interrupted as much as possible, there is nothing else in this area to use interrupts on.

  • Burning Ambition: They occasionally buff themselves with Burning Ambition. Increases their haste by 50% and damage taken by 25%.

Primalist Flamedancer 

  • Flame Dance: Cast that will deal heavy fire damage to all players and put a dot on them that deals fire damage every second for 4 seconds. In high keys this cast can be deadly if two go off at the same time. It also can be deadly if cast right after the Blazebound Destroyer casts Inferno. Healers should watch these casts and prepare cds if needed. This cast can be interrupted by CCing them, so players should do their best to prevent this cast from going off.
  • Blaze of Glory: When they reach 1hp this spell is cast and the mob will not die. While Blaze of Glory is active the mob spins in place, dealing fire damage to anyone in melee range. Fire will also shoot out and where it lands is represented by red swirls, any players in these swirls will take fire damage. When the cast ends the mob will die.

  •  

Blazebound Destroyer

  • Living Bomb: Places magic dot on random player that inflicts fire damage every 2 seconds for 6 seconds and places a red circle around the player. When the dot expires or is dispelled, the player explodes for heavy fire damage and get knocked up. Any players and Primalists within the circle also take heavy fire damage and get knocked up. Healers should make sure the player is topped off before the dot expires. On high keys you will want to use this dot to help kill mobs.
  • Inferno: Cast that deals fire damage to all players within 100yds, and puts a dot on all players that deals fire damage every 2 seconds for 6 seconds. This can be incredibly deadly if Primalist Flamedancers are also casting Flame Dance. Healers should make sure players are not in death range when Inferno goes off.
  • Burnout: When this mob reaches 1 hp it casts Burnout, placing a large circle around itself. When the cast ends any players in this circle take deadly fire damage and the mob dies.

Primalist Shockcaster

  • These mobs sit on the inner ring of Ruby Life Pools. They can be skipped and are not needed for mob count. But here is what they do in case one pulls.
  • Gathering Storm: Buff that says when the mob reaches 100 energy it casts Thunderstorm.
  • Thunderstorm: Inflicts nature damage to players within 20yds and knocks them back.
  • Lightning Bolt: Inflicts nature damage to random target and knocks them back.
  • Unlucky Strike: Targets random player and puts a dot on them that deals heavy nature damage every 1.5 seconds. When Unlucky Strike expires or is dispelled the player is hit by lightning, taking massive nature damage and stunning them for 1 second.

Thunderhead

  • This is a Mythic only mob!
  • Thunder Jaw: Attack on main target that deals heavy physical damage and additional nature damage, and knocks the target back. Tanks will need active mitigation up for this.
  • Rolling Thunder: Places magic dot on two random players. This inflicts nature damage every second for 8 seconds. Upon expiration, or when it is dispelled, heavy nature damage is dealt to all players within 100 yds. This will be deadly on high keys, especially if two explode at the same time. Healers will need to manage this dot carefully. Healers can dispel one dot right away, top everyone off and then let the other one expire to avoid deadly party wide damage.
  • Storm Breath: Faces random player’s location and casts a frontal cone that deals deadly fire damage every second for 3 seconds to players inside. As soon as the mob faces a player everyone must move out of the way.

  •  

Flamegullet

  • This is a Mythic only mob!
  • Fire Maw: Attack on main target that deals heavy physical damage and additional fire damage. Also puts a dot on the target that deals fire damage every second for 10 seconds.
  • Flame Breath: Faces random player’s location and casts a frontal cone that deals deadly fire damage every second for 3 seconds to players inside. As soon as the mob faces a player everyone must move out of the way.
  • Molten Blood: While below 50% health the mob pulsates fire damage to players within 60yds every 2 seconds. Damage is increased by 80% with each cast

Kokia Blazehoof

 
  • Tanks should use active mitigation for Searing Blows

  • Healers and DPS should stand behind boss to bait Molten Boulders and Blazebound Firestorms

  • Tanks move boss to Blazebound Firestorm when it spawns

  • DPS should switch to Blazebound Firestorms ASAP

  • Interrupt Roaring Blaze from Blazebound Firestorms

  • Tanks need to move boss into open areas if there is too much Scorched Earth

  • Searing Blows: Tank buster mechanic. Boss strikes target 4 times over 3 seconds which inflicts 100% weapon damage and applies Searing Wounds with each strike.
  • Searing Wounds: Bleed that inflicts physical damage every second for 4 seconds and stacks.
  • Molten Boulder: Spawns a boulder facing towards a random player’s location. Where the boulder will spawn is represented by a red swirl. When spawned the boulder moves in a straight line, any players caught in its path will take deadly fire damage and be stunned for 3 seconds. When it hits a solid object or travels 40yds the boulder will explode, dealing deadly fire damage to players within 12yds. On Mythic the boulder will leave behind Scorched Earth.
  • Scorched Earth: A large circle of Scorched Earth that burns for 2 minutes. Any players standing in it take heavy fire damage every second.
  • Ritual of Blazebinding: When she reaches 100 energy she summons a Blazebound Firestorm at a random player’s location. This creates a large red circle that explodes for fire damage with the add spawns. Any players inside take heavy fire damage.
  • Blazebound Firestorm: This add cannot move and will start casting abilities. DPS need to switch right away to avoid being overwhelmed by adds as the fight progresses. The tank should move Kokia to the add so DPS can cleave her while killing the add.
      • Roaring Blaze: Inflicts fire damage to all players, each cast should be interrupted if possible.

      • Inferno: Inflicts fire damage to all players and puts a dot on them that deals fire damage every 2 seconds for 6 seconds. Healers should watch out for this.

      • Burnout: When it reaches 1 hp Burnout will start creating a large circle around the add. Any players inside when Burnout finishes take deadly fire damage.

  • In Mythic+ positioning will be very important to make sure Scorched Earth is always placed behind the group. This will allow the tank to always move the boss in one direction. You can take the boss around the entire ring so you do not need to worry about conserving space. Make sure to be careful where you are, even when running out of Burnout. Below is an image showing how players should position themselves during the fight.

Area 3

 

Storm Warrior

  • Thunderclap: Does AOE damage to anyone within 5yds. Any players hit get a debuff that reduces hast by 10%, and movement speed by 20%.

Primal Thundercloud 

  • Tempest Barrier: Buff they have that gives them a shield that is equal to 65% of their max health. 
  • Crackling Detonation: Casts this when it reaches low health. It will choose a random location to jump to, which is represented by a blue swirl. Any players in this swirl will take heavy nature damage when the cast ends. Killing this mob will cancel the cast.

Tempest Channeler

  • Thunder Bolt: Basic cast that deals nature damage to their target. 
  • Summon Primal Thundercloud: Spawns a Primal Thundercloud.
  • Lightning Storm Deals heavy nature damage every half second for 6 seconds. Healers may need to use healing CDs here, especially on high keys. This is a good spot for using defensives and damage reduction abilities such as AMZ or Demoralizing Shout. 

Flame Channeler   

  • Flashfire: Channeled cast on random player that deals fire damage to them, and makes them emit fire damage to anyone within 5yds every second. Heals the caster based on the damage dealt. Players should interrupt this ASAP.
  • Burning Veins: A buff they put on themselves that increases their haste by 50% , but also makes them take fire damage every second for 9 seconds. 

High Channeler Ryvati 

  • Shock Blast: Inflicts heavy nature damage to her target and puts a dot on them. This deals nature damage every second for 8 seconds and can be dispelled.
  • Summon Primal Thundercloud: Summons a Primal Thundercloud.
  • Tempest Stormshield: Creates an absorb shield around the caster that lasts 9 seconds. This will also absorb any nearby Tempest Barriers from Primal Thunderclouds to increase how much damage the shield can absorb. Upon expiration the shield explodes dealing nature damage to all players, and puts a dot on players that deals nature damage every second for 15 seconds. The amount of damage dealt depends on how much damage the shield can absorb. Before casting this she summons several Primal Thunderclouds. DPS should try to destroy their shields before she casts this, and focus her shield down ASAP to prevent extra damage from going out.   
  • Lightning Storm: Deals heavy nature damage every half second for 6 seconds. Healers should be ready for the damage and may need to use CDs. Players should use defensives and damage reduction abilities as needed. 
  • Thunder Bolt: Deals nature damage to target. 

Erkhart Stormvein

  • Tanks need to use active mitigation for Stormslam

  • Healers dispel Stormslam from Tank ASAP

  • Healers be ready for group damage when Cloudburst goes off

  • On Mythic Cloudburst will interrupt anyone casting

  • Do not get pushed off the platform by Winds of Change

  • Jumps on Kyrakka’s back at X% hp and continues to use his abilities

Kyrakka

  • Flies around the area casting abilities
  • DPS Focus Kyrakka when possible
  • Look out for Roaring Firebreath frontal.
  • Players with Inner Inferno should stand near an edge to drop fire circles out of the way
  • Healers need to watch out for players targeted by Flamespit. In phase 2 Flamespit will hit everyone. 
  • When Erkhart jumps on Kyrakka’s back he will cast Interrupting Cloudburst just after Flamespit. Can be deadly if Healer gets silenced. 

Erkhart Stormvein 

  • Save lust for when Erkhart jumps on Kyrakka’s back when he reaches 45% hp. All DPS should focus Kyrakka to kill her as fast as possible. 
  • Tanks should bring Erkhart next to Kyrakka if possible to allow melee DPS to attack Kyrakka as much as possible. In phase 2 Tanks need to position the bosses near the edge of the platform, and move into clear areas away from fire. Positioning will be very important on this fight.
  • Stormslam: Tank buster that deals heavy physical damage and some nature damage to the tank. Also applies a dot that increases nature damage taken by 100% and last 30 seconds, this effect stacks. Healers should make sure to dispel the tank ASAP.
  • Winds of Change: Summons wind that blows players back and deals nature damage for 3 seconds. This will also blow back any fire pools. 
  • Cloudburst: Deals nature damage to all players. Healers should watch players health on high keys.

Kyrakka

  • Ranged DPS should focus Kyrakka as much as possible, because she is the deadliest part of the fight when Erkhart jumps on her back.
  • Infernocore: Dot that is applied when players are hit by any of Kyrakka’s abilities. It inflicts fire damage every half second for 3 seconds and can stack. Healers need to spot heal players who get this dot. When the dot expires the player will spawn fire circles on the ground that will spawn Flaming Ember pools. The amount of pools spawned depends on how many stacks of Infernocore the player has.
  • Flaming Embers: Pool of fire on the ground that lasts 45 seconds. Players who stand in this take fire damage every second. It will be important for players to position correctly so the group does not get trapped. The best way to do this is by dropping pools near the edge so they can get blown off by Winds of Change.
    • Standing in these pools will reapply Infernocore. Below is the positioning I suggest. Every time I have done this fight it is so much easier when players are always dropping pools near the edge.

  • Roaring Firebreath: Kyrakka will hover over the platform and release a frontal cone of fire for 6 seconds. Deals fire damage every second to players in it and puts Infernocore on anyone hit. Kyrakka seems to always target ranged for this, so ranged players should stand back to avoid the frontal going on melee. 
  • Flamespit: Targets a random player and deals heavy fire damage to them, and applies 3 stacks of Infernocore. When Kyrakka lands he will start hitting all players with Flamespit. This can quickly turn chaotic as players drop fire pools everywhere. Players should do their best to keep the middle clear and drop pools near each other. Healers must watch out because this will start dealing deadly damage in high keys.
    • Erkhart will cast Interrupting Cloudburst right after Flamespit goes out, so Healers should plan accordingly.


Area 1 Mobs

Area 1

Primal Juggernaut   

  • Excavating Blast: Cast that puts a  brown circle on a random players location. When the cast ends the circle will explode. This deals damage to anyone inside and places a ground effect that damages and slows anyone inside. Deadly in high keys!

  • Crushing Smash: Cast that is used after Excavating Blast. This ability deals heavy damage to the main target.

 

Flashfrost Earthshaper

  • Tectonic Slam: Cast that deals heavy aoe damage to all players. It can be interrupted by CCing the mob. Healers should watch out for this cast, especially if multiple are going off!

 

Primal Terrasentry

  • Stone Missile: Cast that puts a brown swirl at random players location that explodes when the cast finishes. Deals nature damage and knockbacks anyone inside. Can be CCd to interrupt but it is not necessary.

 

Flashfrost Chillweaver

 

  • Ice Bolt: Cast that deals frost damage to target.

  • Ice Shield: Channeled casts that puts a stacking absorb shield on friendly target. The absorb increases the longer the cast channels, and makes the target immune to CC.

 

Infused Whelp

 

  • Touching any eggs will cause them to hatch and spawn Infused Whelps. Melidrussa Chillworn will also hatch Infused Whelps while fighting her.

  • Cold Claws: Cast that deals frost damage and applies a stack of Primal Chill to their target.

  • Primal Chill: Stacking debuff that reduces movement speed by 10% per stack. At 8 stacks the target is Frozen Solid.

  • Frozen Solid: Player is unable to attack or move for 7 seconds and takes frost damage every second.

 

Defier Draghar

  • Steel Barrage: Inflicts heavy physical damage to main target every 0.5 seconds for 3 seconds. Tanks should be prepared for this on high keys. Each strike shoots off molten steel. Where it will land is indicated by a red swirl, any players standing inside when the steel lands will take damage.

  • Blazing Rush: Will face random player then charge. This deals heavy physical damage, applies a 6 second bleed, and knocks up anyone in his path. In high keys this ability will one shot players so avoid it at all costs.
 

Melidrussa Chillworn

 
  • Take Chillstorm away from group

  • Tanks watch out for Frigid Shard

  • Tanks pick up Infused Whelps ASAP

  • Healers dispel Primal Chill before 8 stacks

  • DPS focus boss During Frost Overload and interrupt her

  • Healers be prepared for group damage during Hailbombs, Chillstorm, and Frost Overload

 

  • Primal Chill: Being hit by most of Melidrussa’s abilities applies a stack of Primal Chill. This reduces movement speed by 10% per stack. At 8 stacks the player is Frozen Solid for 7 seconds and takes frost damage every second. Healers should watch this debuff and dispell as needed.

  • Frigid Shard: Deals heavy frost damage to main target. She can spam cast this so tanks need to watch this cast.

  • Chillstorm: White circle placed on random player. After a few seconds the circle drops at the player’s location and forms a storm. This storm pulls in all players. Anyone inside the eye of the storm takes frost damage and has a stack of Primal Chill applied every second.

  • Hailbombs: Cast that shoots out several Hailbombs. Where they land is represented by white swirls. Anyone who touches a Hailbomb takes heavy frost damage and has 2 stacks of Primal Chill applied.

  • Awaken Whelps: Summons several Infused Whelps that the Tank needs to pick up ASAP. They cast Cold Claws to apply Primal Chill to their target. Use CC and interrupts to prevent too many Cold Claws casts from going out, as players can quickly become Frozen Solid by these adds.

  • Ice Bulwark: Puts a damage absorb shield around herself that protects her from being interrupted. Then she starts casting Frost Overload. DPS need to break this ASAP.

  • Frost Overload: Pulsates frost damage to all players every 2 seconds for 16 or until interrupted. Good spot for Healer CDs.

Area 2

Note: You have to kill all the Blazebound Destroyers to make the boss attackable.

Scorchling 

  • Firestarter: Permanent buff that occasionally drops flame patches under the mob when it moves.

  • Burning Touch: Cast that puts a magic dot on target that deals fire damage every 2 seconds for 10 seconds, this effect stacks. Healers can dispel this.

  •  

Primalist Cinderweaver 

 

  • Cinderbolt: Cast that deals fire damage to their target, and they will spam cast it if not interrupted. These mobs target random players and it is possible for all of them to target the same person and annihilate them. This cast should be interrupted as much as possible, there is nothing else in this area to use interrupts on.

  • Burning Ambition: They occasionally buff themselves with Burning Ambition. Increases their haste by 50% and damage taken by 25%.

Primalist Flamedancer

 

  • Flame Dance: Cast that will deal heavy fire damage to all players and put a dot on them that deals fire damage every second for 4 seconds. In high keys this cast can be deadly if two go off at the same time. It also can be deadly if cast right after the Blazebound Destroyer casts Inferno. Healers should watch these casts and prepare cds if needed. This cast can be interrupted by CCing them, so players should do their best to prevent this cast from going off.

  • Blaze of Glory: When they reach 1hp this spell is cast and the mob will not die. While Blaze of Glory is active the mob spins in place, dealing fire damage to anyone in melee range. Fire will also shoot out and where it lands is represented by red swirls, any players in these swirls will take fire damage. When the cast ends the mob will die.

  •  

Blazebound Destroyer

  • Living Bomb: Places magic dot on random player that inflicts fire damage every 2 seconds for 6 seconds and places a red circle around the player. When the dot expires or is dispelled, the player explodes for heavy fire damage and get knocked up. Any players and Primalists within the circle also take heavy fire damage and get knocked up. Healers should make sure the player is topped off before the dot expires. On high keys you will want to use this dot to help kill mobs.

  • Inferno: Cast that deals fire damage to all players within 100yds, and puts a dot on all players that deals fire damage every 2 seconds for 6 seconds. This can be incredibly deadly if Primalist Flamedancers are also casting Flame Dance. Healers should make sure players are not in death range when Inferno goes off.

  • Burnout: When this mob reaches 1 hp it casts Burnout, placing a large circle around itself. When the cast ends any players in this circle take deadly fire damage and the mob dies.

  •  

  •  

Primalist Shockcaster 

  • These mobs sit on the inner ring of Ruby Life Pools. They can be skipped and are not needed for mob count. But here is what they do in case one pulls.
  • Gathering Storm: Buff that says when the mob reaches 100 energy it casts Thunderstorm.

  • Thunderstorm: Inflicts nature damage to players within 20yds and knocks them back.

  • Lightning Bolt: Inflicts nature damage to random target and knocks them back.

  • Unlucky Strike: Targets random player and puts a dot on them that deals heavy nature damage every 1.5 seconds. When Unlucky Strike expires or is dispelled the player is hit by lightning, taking massive nature damage and stunning them for 1 second.

Thunderhead

  • This is a Mythic only mob!
  • Thunder Jaw: Attack on main target that deals heavy physical damage and additional nature damage, and knocks the target back. Tanks will need active mitigation up for this.

  • Rolling Thunder: Places magic dot on two random players. This inflicts nature damage every second for 8 seconds. Upon expiration, or when it is dispelled, heavy nature damage is dealt to all players within 100 yds. This will be deadly on high keys, especially if two explode at the same time. Healers will need to manage this dot carefully. Healers can dispel one dot right away, top everyone off and then let the other one expire to avoid deadly party wide damage.

  • Storm Breath: Faces random player’s location and casts a frontal cone that deals deadly fire damage every second for 3 seconds to players inside. As soon as the mob faces a player everyone must move out of the way.

  •  

Flamegullet

  • This is a Mythic only mob!

  • Fire Maw: Attack on main target that deals heavy physical damage and additional fire damage. Also puts a dot on the target that deals fire damage every second for 10 seconds.

  • Flame Breath: Faces random player’s location and casts a frontal cone that deals deadly fire damage every second for 3 seconds to players inside. As soon as the mob faces a player everyone must move out of the way.

  • Molten Blood: While below 50% health the mob pulsates fire damage to players within 60yds every 2 seconds. Damage is increased by 80% with each cast.

Kokia Blazehoof

 
  • Tanks should use active mitigation for Searing Blows

  • Healers and DPS should stand behind boss to bait Molten Boulders and Blazebound Firestorms

  • Tanks move boss to Blazebound Firestorm when it spawns

  • DPS should switch to Blazebound Firestorms ASAP

  • Interrupt Roaring Blaze from Blazebound Firestorms

  • Tanks need to move boss into open areas if there is too much Scorched Earth

  • Searing Blows: Tank buster mechanic. Boss strikes target 4 times over 3 seconds which inflicts 100% weapon damage and applies Searing Wounds with each strike.

  • Searing Wounds: Bleed that inflicts physical damage every second for 4 seconds and stacks.

  • Molten Boulder: Spawns a boulder facing towards a random player’s location. Where the boulder will spawn is represented by a red swirl. When spawned the boulder moves in a straight line, any players caught in its path will take deadly fire damage and be stunned for 3 seconds. When it hits a solid object or travels 40yds the boulder will explode, dealing deadly fire damage to players within 12yds. On Mythic the boulder will leave behind Scorched Earth.

  • Scorched Earth: A large circle of Scorched Earth that burns for 2 minutes. Any players standing in it take heavy fire damage every second.

  • Ritual of Blazebinding: When she reaches 100 energy she summons a Blazebound Firestorm at a random player’s location. This creates a large red circle that explodes for fire damage with the add spawns. Any players inside take heavy fire damage.

  • Blazebound Firestorm: This add cannot move and will start casting abilities. DPS need to switch right away to avoid being overwhelmed by adds as the fight progresses. The tank should move Kokia to the add so DPS can cleave her while killing the add.

      • Roaring Blaze: Inflicts fire damage to all players, each cast should be interrupted if possible.

      • Inferno: Inflicts fire damage to all players and puts a dot on them that deals fire damage every 2 seconds for 6 seconds. Healers should watch out for this.

      • Burnout: When it reaches 1 hp Burnout will start creating a large circle around the add. Any players inside when Burnout finishes take deadly fire damage.

  • In Mythic+ positioning will be very important to make sure Scorched Earth is always placed behind the group. This will allow the tank to always move the boss in one direction. You can take the boss around the entire ring so you do not need to worry about conserving space. Make sure to be careful where you are, even when running out of Burnout.
  •  

Area 3

 

Storm Warrior

  • Thunderclap: Does AOE damage to anyone within 5yds. Any players hit get a debuff that reduces hast by 10%, and movement speed by 20%.

Primal Thundercloud

 

  • Tempest Barrier: Buff they have that gives them a shield that is equal to 65% of their max health. 

  • Crackling Detonation: Casts this when it reaches low health. It will choose a random location to jump to, which is represented by a blue swirl. Any players in this swirl will take heavy nature damage when the cast ends. Killing this mob will cancel the cast.

Tempest Channeler

  • Thunder Bolt: Basic cast that deals nature damage to their target. 

  • Summon Primal Thundercloud: Spawns a Primal Thundercloud.

  • Lightning Storm Deals heavy nature damage every half second for 6 seconds. Healers may need to use healing CDs here, especially on high keys. This is a good spot for using defensives and damage reduction abilities such as AMZ or Demoralizing Shout. 

Flame Channeler

   

  • Flashfire: Channeled cast on random player that deals fire damage to them, and makes them emit fire damage to anyone within 5yds every second. Heals the caster based on the damage dealt. Players should interrupt this ASAP.

  • Burning Veins: A buff they put on themselves that increases their haste by 50% , but also makes them take fire damage every second for 9 seconds. 

High Channeler Ryvati

 

  • Shock Blast: Inflicts heavy nature damage to her target and puts a dot on them. This deals nature damage every second for 8 seconds and can be dispelled.

  • Summon Primal Thundercloud: Summons a Primal Thundercloud.

  • Tempest Stormshield: Creates an absorb shield around the caster that lasts 9 seconds. This will also absorb any nearby Tempest Barriers from Primal Thunderclouds to increase how much damage the shield can absorb. Upon expiration the shield explodes dealing nature damage to all players, and puts a dot on players that deals nature damage every second for 15 seconds. The amount of damage dealt depends on how much damage the shield can absorb. Before casting this she summons several Primal Thunderclouds. DPS should try to destroy their shields before she casts this, and focus her shield down ASAP to prevent extra damage from going out.   

  • Lightning Storm: Deals heavy nature damage every half second for 6 seconds. Healers should be ready for the damage and may need to use CDs. Players should use defensives and damage reduction abilities as needed. 

  • Thunder Bolt: Deals nature damage to target.  

Erkhart Stormvein

  • Tanks need to use active mitigation for Stormslam

  • Healers dispel Stormslam from Tank ASAP

  • Healers be ready for group damage when Cloudburst goes off

  • On Mythic Cloudburst will interrupt anyone casting

  • Do not get pushed off the platform by Winds of Change

  • Jumps on Kyrakka’s back at X% hp and continues to use his abilities

Kyrakka

  • Flies around the area casting abilities
  • DPS should focus Kyrakka when possible
  • Look out for Roaring Firebreath frontal.
  • Players with Inner Inferno should stand near an edge to drop fire circles out of the way
  • Healers need to watch out for players targeted by Flamespit. In phase 2 Flamespit will hit everyone. 
  • When Erkhart jumps on Kyrakka’s back he will cast Interrupting Cloudburst just after Flamespit. Can be deadly if Healer gets silenced. 

Erkhart Stormvein 

  • Save lust for when Erkhart jumps on Kyrakka’s back when he reaches 45% hp. All DPS should focus Kyrakka to kill her as fast as possible. 

  • Tanks should bring Erkhart next to Kyrakka if possible to allow melee DPS to attack Kyrakka as much as possible. In phase 2 Tanks need to position the bosses near the edge of the platform, and move into clear areas away from fire. Positioning will be very important on this fight.

  • Stormslam: Tank buster that deals heavy physical damage and some nature damage to the tank. Also applies a dot that increases nature damage taken by 100% and last 30 seconds, this effect stacks. Healers should make sure to dispel the tank ASAP.

  • Winds of Change: Summons wind that blows players back and deals nature damage for 3 seconds. This will also blow back any fire pools. 

  • Cloudburst: Deals nature damage to all players. Healers should watch players health on high keys.

Kyrakka

  • Ranged DPS should focus Kyrakka as much as possible, because she is the deadliest part of the fight when Erkhart jumps on her back.
  • Infernocore: Dot that is applied when players are hit by any of Kyrakka’s abilities. It inflicts fire damage every half second for 3 seconds and can stack. Healers need to spot heal players who get this dot. When the dot expires the player will spawn fire circles on the ground that will spawn Flaming Ember pools. The amount of pools spawned depends on how many stacks of Infernocore the player has.

  • Flaming Embers: Pool of fire on the ground that lasts 45 seconds. Players who stand in this take fire damage every second. It will be important for players to position correctly so the group does not get trapped. The best way to do this is by dropping pools near the edge so they can get blown off by Winds of Change.

    • Standing in these pools will reapply Infernocore. 

  • Roaring Firebreath: Kyrakka will hover over the platform and release a frontal cone of fire for 6 seconds. Deals fire damage every second to players in it and puts Infernocore on anyone hit. Kyrakka seems to always target ranged for this, so ranged players should stand back to avoid the frontal going on melee. 
  • Flamespit: Targets a random player and deals heavy fire damage to them, and applies 3 stacks of Infernocore. When Kyrakka lands he will start hitting all players with Flamespit. This can quickly turn chaotic as players drop fire pools everywhere. Players should do their best to keep the middle clear and drop pools near each other. Healers must watch out because this will start dealing deadly damage in high keys.

    • Erkhart will cast Interrupting Cloudburst right after Flamespit goes out, so Healers should plan accordingly.

  • Roaring Firebreath: Kyrakka will hover over the platform and release a frontal cone of fire for 6 seconds. Deals fire damage every second to players in it and puts Infernocore on anyone hit. Kyrakka seems to always target ranged for this, so ranged players should stand back to avoid the frontal going on melee. 
  • Flamespit: Targets a random player and deals heavy fire damage to them, and applies 3 stacks of Infernocore. When Kyrakka lands he will start hitting all players with Flamespit. This can quickly turn chaotic as players drop fire pools everywhere. Players should do their best to keep the middle clear and drop pools near each other. Healers must watch out because this will start dealing deadly damage in high keys.

    • Erkhart will cast Interrupting Cloudburst right after Flamespit goes out, so Healers should plan accordingly.