Contents


Area 1 Mobs

Note: You need to kill all the mobs next to the Dragonkiller Lances to get the boss to land. 

Nokhud Longbow

  • Multi-Shot:Unleashes a barrage of arrows that deal heavy physical damage to all players in a 40yd cone in front of the mob. Players should stand behind this mob to avoid the damage.
  • Rain of Arrows: Shoots 5 arrows into the air and where they will land is represented by brown swirls. Any players standing in them when the arrow lands will take physical damage.
  • Shoot: Shoots random player for physical damage. 

Nokhud Hornsounder

  • Rally the Clan: Sounds a horn that will enrage all nearby allies when the cast finishes, increasing their physical damage done by 50% for 12 seconds. You can CC the mob to temporarily stop the cast. However it will start casting again after the CC falls off. Should focus this mob down first, even if you have classes that can de-enrage.
  • Shoot: Shoots random player dealing physical damage.

Nokhud Plainstomper & Nokhud Lancemaster

  • Two different mobs but cast the same abilities.
  • War Stomp: Puts brown swirl under mob’s feet. Anyone inside when the cast finishes will take heavy physical damage and be stunned for 3 seconds.
  • Disruptive Shout: Inflicts heavy physical damage to all players and interrupts any spellcasting for 6 seconds. This ability ignores armor. Players should interrupt every cast, and if one does goes off the Healer should be prepared for group wide damage.

Nokhud Warspear

  • Pierce: Puts a debuff on their main target that deals physical damage every second for 12 seconds. 

Nokhud Beastmaster

  • Hunter’s Mark: Puts Hunter’s Mark on a random player and focuses all their attacks on that player.
  • Hunt Prey: Enrages their pet increasing its damage done by 200%.
    • Their pet is a War Eagle. 

War Eagle

  • Pet of the Nokhud Beastmaster. This mob only attacks with its melee attacks and will attack the player with Hunter’s Mark. 

Granyth

  • Run away from boss during Tectonic Stomp
  • Healers be ready for group damage when Shards of Stone goes off
  • When boss is casting Eruption go to the blue lance and shoot him before the cast finishes
  • If Eruption does go off Healers should be ready for heavy group damage
  • Dragonkiller Lance:There are 3 Dragonkiller Lances around the bosses area. Only one will be active at a time. You can tell which one is active because there will be a blue glow around it. After shooting one it will need to recharge and a different Dragonkiller Lance will become active. Do not use these until Granyth starts casting Eruption. 
  • Tanks can tank Granyth in the middle so it is easier to grab adds as they run to the lances.
  • Tectonic Stomp: Puts a large brown circle around the boss. If anyone is inside when the cast ends they take heavy physical damage and get knocked back.
  • Shards of Stone: Shoots stone shards at all players dealing nature damage. This could hit hard on high keys so Healers should watch this cast.
  • Eruption: Long cast that deals heavy nature damage when it goes off. Each Eruption cast increases the power of the next Eruption. Healers should be ready for group damage if Eruption goes off.
    • Lanced!: Shooting Granyth with a lance puts the Lanced debuff on him. This stuns him for 5 seconds and inflicts 5% of his max HP as physical damage.  
  • Nokhud Saboteur: These mobs will spawn throughout the fight and run towards the active Dragonkiller Lance. If they reach it they will start to cast Dismantle. DPS need to make sure to slow and stun these mobs to prevent them from breaking the lances.
    • Dismantle: Cast that will disable a Dragonkiller Lance when the cast finishes.

Area 2 Mobs

Note: You have to kill 4 Stormsurge Totems to make the boss attackable.

Primalist Arcblade

  • Arcing Strike: Hits main target for nature damage, then arcs and hits the closest player for 50% of the initial damage.

Stormcallers

  • The 4 Stormcallers are named Stormcaller Boroo, Stormcaller Zarii, Stormcaller Solongo, and Stormcaller Arynga. They all have the same abilities.
  • Stormbolt: Basic cast that deals nature damage to main target.
  • Totemic Overload: Makes a nearby Stormsurge totem pulsate heavy nature damage to all players and causes several orbs to shoot out from the totem. Players that touch these orbs take nature damage and gain a stack of Uncontrollable Energy.
    • Uncontrollable Energy: Buff that increases all damage and healing by 5% per stack for 15 seconds.

Stormsurge Totem

  • Stormsurge: At 1 HP it casts Stormsurge. This places a blue swirl around the totem which then explodes dealing nature damage to anyone inside.
    • Stormsurge Cloud: Lightning effect on the ground that remains after a Stormsurge Totem is killed. Players who stand in this take nature damage every second.

Primalist Stormspeaker

  • Stormbolt: Basic cast that deals nature damage to main target. 
  • Tempest: A 5 second channeled cast that deals heavy nature damage to all players every second. Each time it ticks it also applies a stacking dot to all players that deals nature damage every second for 12 seconds. This can quickly become deadly in high keys. This is the priority interrupt in any pack. 
  • Summon Squall: Summons a Squall to fight. When the caster dies the Squall also dies. Squalls summoned by Primalist Stormspeakers should be ignored as killing them does heavy group wide damage!

Unstable Squall

  • Surge: Deals nature damage to target and reduces caster’s health by 5%.
  • Buff: When the Squall dies it deals heavy group wide damage. This can be deadly if the Squall is killed at the same time as Totemic Overload or Tempest is going out. DPS should stop attacking this mob if any of those abilities are about to cast! Healers should make sure they have CDs ready for when the Squall dies.

Primal Stormshield

  • Lightning Cudgel: Permanent buff they have that causes their melee attacks to inflict 50% additional nature damage.
  • Stormshield: Creates a damage absorb shield that will absorb up to 25% of its health for 8 seconds. If the shield expires it deals nature damage to all nearby players. On high keys this deals heavy group wide damage if players cannot break it fast enough. Having a purge will be essential here. Mages can spellsteal the shield but it will not do damage to enemies when it expires unfortunately. 

Primalist Thunderbeast

  • Thunder Clap: Cast puts blue swirl under mob. When the cast finishes it deals heavy nature damage to anyone inside the swirl. This also applies a debuff that reduces movement speed by 30% for 10 seconds. 
  • Chain Lightning: Targets random player and shoots lightning at them dealing nature damage. If anyone is close to their target the lightning will chain to them, and continue to do so until there are no more targets. 

Primal Gust

  • Swirling Gust: Buff they have that gives them a damage absorb shield that absorbs 100% of their mac health as damage.
  • Having a purge for these mobs is very helpful as they will instantly die when the shields are removed. 

Raging Tempest

  • Players who stand too close to the boss will take ticking nature damage, melee especially need to watch for this
  • Tanks must always be in melee range of boss
  • Players need to pick up orbs that spawn for a nice damage and healing buff
  • Tanks look out for Energy Surge buff on boss
  • Players spread with Lightning Strike 
  • Lightning Strike causes any Lightning Orbs it hits to explode. Players should destroy as many as possible so they do not reach the boss. 
  • Healers be ready for heavy group wide damage during Electrical Storm.
  • The Raging Tempest: Anyone standing too close to the boss will take nature damage every second. It is easy for melee to accidentally stand too close to the boss. Below is a picture showing the danger zone.
  • Wind Burst: If the Tank is not in melee range the boss will cast Wind Burst. This inflicts 100% of normal weapon damage as nature damage to its current target. 
  • Uncontrollable Energy: Lightning Orbs are occasionally spawned throughout the area. Players who touch these orbs take nature damage and gain a stacking buff. This increases all damage and healing by 5% per stack for 15 seconds.
    • Surge of Power: Lightning Orbs will slowly move towards the boss. If an orb touches the boss it deals nature damage to all players. The boss will also gain a buff that increases its damage by 5% for 1 minute, and this effect does stack. Orb management will be important in high keys.
  • The Raging Tempest: Anyone standing too close to the boss will take nature damage every second. It is easy for melee to accidentally stand too close to the boss. Below is a picture showing the danger zone.
  • Wind Burst: If the Tank is not in melee range the boss will cast Wind Burst. This inflicts 100% of normal weapon damage as nature damage to its current target. 
  • Uncontrollable Energy: Lightning Orbs are occasionally spawned throughout the area. Players who touch these orbs take nature damage and gain a stacking buff. This increases all damage and healing by 5% per stack for 15 seconds.
    • Surge of Power: Lightning Orbs will slowly move towards the boss. If an orb touches the boss it deals nature damage to all players. The boss will also gain a buff that increases its damage by 5% for 1 minute, and this effect does stack. Orb management will be important in high keys.

Area 3 Mobs

Note: Have to kill 4 Soulharvesters to make the boss attackable.

Soulharvesters

  • The 4 Soulharvesters are named Soulharvester Galtmaa, Soulharvester Duuren, Soulharvester Tumen, Soulharvester Mandakh and Soulharvester Kuolema.
  • Death Bolt Volley: Inflicts shadow damage to all players.
  • Shatter Soul: Shatters the souls of random players and puts a debuff on them that reduces their damage done by 30% for 15 seconds. Players can recover their souls to remove the debuff. 
  • Consumed Soul: Eats the souls of nearby dead allies, permanently increases shadow damage by 30% per stack. 
  • Harvest Soul:Harvests the souls of dead allies within 20yds. Gains a stack of Consumed Soul for each soul harvested. Tanks will need to move this mob away from dead ones fast in high keys. 

Ukhel Willcrusher

  • Dominate: Cast that will mind control a random player and make them attack their allies for 6 seconds. 

Ukhel Deathspeaker

  • Grasp of the Dead: Puts a dot on 3 random players that reduces movement speed by 50% and inflicts shadow damage every second for 6 seconds. When this dot expires it roots the player for 5 seconds. 
  • Chant of the Dead:Puts a green swirl around the mobs feet, when the cast ends anyone inside takes heavy shadow damage. Any undead allies within the swirl will become enraged, increasing their damage done by 50% and reducing damage taken by 50%. Tanks should move mobs out of this ASAP if any are undead!

Ukhel Corruptor

  • Death Bolt: Basic cast that deals shadow damage to target.
  • Necrotic Eruption: 9 second channeled cast that continuously spawns green orbs with swirls under them that explode a second later for heavy shadow damage. Players can avoid damage by dodging the orbs. 

Ukhel Beastcaller 

  • Heavy Slash:Inflicts heavy physical damage to target. Tanks should watch this ability.
  • Desecrating Roar: Awakens 3 Desecrated Bakar to fight for the caster.
  • Devour Spirit: Consumes the soul of an undead ally killing them. Then grants the caster Soul Infused Weapon.

Desecrated Ohuna

  • Rotting Wind: Frontal cone that deals shadow damage. Anyone hit also gets a debuff that reduces healing by 20%.

Desecrated Bakar

  • Shadow Pounce: Pounces on target player dealing shadow damage to them any anyone nearby.

Risen Warrior

  • Mortal Strike: Inflicts physical damage to target and reduces their healing received by 30% for 10 seconds.

Risen Mystic 

  • Swift Wind: Increases haste by 20%. This is a good buff for Mages to spellsteal. 

Teera & Maruuk

  • Tank needs to keep bosses within 20yds of each other
  • Players should get away with Gale Arrow from Teera
  • On Mythic all players should stack with Gale Arrow
  • Interrupt Guardian Wind from Teera ASAP
  • Tanks use active mitigation for Brutalize from Maruuk
  • Players run away from Maruuk when he is casting Frightful Roar
  • Player need to dodge brown swirls to avoid deadly damage

Teera

  • Ancestral Bond: If Teera and Maruuk are more than 20yds from each other their damage is increased by 5% every second.
  • Life Link: Teera and Maruuk share a life force. Damage to one also damages the other.
  • Teera does not need to be tanked as she will attack random players.
  • Quick Shot: Fires an arrow at a random player that inflicts heavy physical damage.
  • Spirit Leap: Leaps to a nearby location which is represented by a ghostly pool effect. 
  • Gale Arrow:At 100 energy Teera will use this ability. She targets 2 players (4 on Mythic) with a blue arrow then shoots at them inflicting heavy nature damage. After the hit lands 4 tornados will shoot out of every player hit. Anyone caught in their path takes nature damage  and gets knocked back. 
    • Tornados will travel back to their origin point before despawning. The best way to deal with this ability on Mythic is to stack tightly ASAP. Stacking will ensure all tornados have the same origin point and make them easier to avoid. This allows the group to move to a safe area after the tornados go out, and then no one has to worry about the tornados coming back. 
  • Repel: Pushes all players back from Maruuk.
  • Guardian Wind: Channeled cast that constantly pushes players away from Maruuk for 4 seconds. Needs to be interrupted ASAP.

Maruuk

  • Ancestral Bond: If Maruuk and Teera are more than 20yds from each other their damage is increased by 20%.
  • Life Link: Maruuk and Teera share a life force. Damage to one also damages the other.
  • Maruuk needs to be tanked.
  • Brutalize: Tank buster that deals heavy physical damage to his main target. Tanks must use active mitigation and possibly defensives for this.
  • Frightful Roar: Large purple circle forms around Maruuk. Anyone in this circle when the cast finishes will take heavy shadow damage and be feared for 5 seconds. Healers can dispel at their discretion.
  • Earthsplitter: At 100 energy Maruuk shatters the ground towards targeted players every 2 seconds for 2 seconds. This is represented by a line of brown swirls. After 2 seconds  the ground erupts dealing deadly physical damage to anyone standing in the swirls.
    • Aftershock: After Earthsplitter goes off the ground continues to quake for 5 seconds. This creates a circle of rumbling earth on the ground. Standing in this inflicts heavy physical damage every second and reduces movement speed by 30%. Players should try to stand near the brown swirls to spawn the upcoming Earthsplitters next to each other. This ability can quickly split up the party if players are on opposite sides of the ground effect. 

Area 4 Mobs

There will be a bunch of mobs fighting NPCs in this area. Skip these as they give no mob count and go directly to the fortress’ gate.

Nokhudon Warspear

  • Ravaging Spear: Throws a spear at a random player, where it will land is represented by a brown swirl. Anyone standing in it when the spear lands will take heavy physical damage.
  • Swift Stab: Charges their main target dealing heavy physical damage and applies a dot that deals damage every 2 seconds for 8 seconds. This could hurt if multiple mobs are in a pack and on high keys.

Nokhudon Defender

  • Broad Stomp: A frontal attack that creates a brown cone effect. Anyone standing in it when the cast finishes take heavy physical damage.
  • Vehement Charge: Charges at a random player dealing physical damage and knocking back anyone in their path. Continues to charge past the player they targeted before stopping. 
  • Bloodcurdling Shout: Inflicts heavy shadow damage to all players and fears them for 6 seconds. Must always be interrupted.

Nokhud Thunderfist

  • Storm Shock: Cast that deals nature damage to their target. Also applies a dot that deals nature damage every second for 4 seconds. 
  • Deadly Thunder: Deals deadly nature damage to a random player, this needs to always be interrupted. The cast time is long so it is easy to catch.

Nokhudon Houndsman

  • These mobs are off to the side and not in the main path.
  • Shoot: Shoots target dealing physical damage.
  • Gallop Shot: Gallops past a random player dealing 50% weapon damage every 0.5 seconds.
  • Command: Seek: Commands all nearby warhounds to attack their marked target. The hound will interrupt all spellcasting on their target for 4 seconds and deal physical damage. This damage is increased for every hound that is attacking.  

Nokhudon Warhound

  • Follow Nokhudon Houndsman.
  • These mobs just use melee attacks until the Nokhudon Houndsman uses Command: Seek

Balara

  • Raging Kin: When Batak is killed Balara will enrage. Inflicts 45% increased physical damage and has their attack and spell casting speeds increased by 75%. This can be removed but will be re-applied shortly after. Players need to evenly DPS Balara and Batak.
  • Ravaging Spear: Throws spear at random player, avoid brown swirl. Same ability from Nokhudon Warspear.
  • Vehement Charge: Same ability that the Nokhudon Defender uses. 

Batak

  • Raging Kin: When Balara is killed Batak will enrage. Inflicts 45% increased physical damage and has their attack and spell casting speeds increased by 75%. This can be removed but will be re-applied shortly after. Players need to evenly DPS Balara and Batak.
  • Broad Stomp: Frontal attack, same as the Nokhudon Defender’s ability.  
  • Bloodcurdling Shout: Inflicts heavy shadow damage to all players and fears them for 6 seconds. Must always be interrupted.

Balakar Khan

  • Tanks use active mitigation for Rendering Strike Savage Strike combo
  • Player marked with spear should position near the front of the room so players do not have to chase boss around.
  • Dodge Upheaval frontal and players spread out
  • During intermission Tank should group up adds
  • Healers be ready for constant group damage during intermission
  • DPS focus adds in intermission, boss doesn’t take damage. Intermission ends when all adds are dead
  • In Phase 2 Tanks use active mitigation for Conductive Strike and Thunder Strike
  • In Phase 2 Healers must dispel Conductive Strike off Tank ASAP
  • All players will be pulled to spear player in phase 2. Everyone must move out ASAP to avoid getting hit by Boss charging

Phase 1

  • Dual Strike: Does a combo of two attacks onto the tank.
    • Rendering Strike:Inflicts physical damage to main target and puts a bleed on them that deals physical damage every second for 10 seconds. This also increases the damage of Savage Strike by 500%. Tanks will need to use active mitigation or defensives for Savage Strike.
    • Savage Strike: Inflicts physical damage to main target. 
  • Iron Spear:Targets a random player putting a white circle on them, then throws his spear. Inflicts heavy physical damage to the player and anyone in their circle, and knocks them back. Marked player will want to drop the spear in the front of the room so when the boss charges the group will not have to run after him.
    • Iron Stampede:Casts this after Iron Spear. Charges towards his spear inflicting heavy physical damage to anyone in his path and knocking them back. The boss will continue to run past his spear for a while so if the spear isn’t positioned correctly the boss will run across the entire area.
  • Upheaval: Frontal that deals heavy physical damage to anyone in it and knocks them back when the cast finishes.
    • Quake: When Upheaval is cast it will place Quake on all players. This puts a brown circle around each player. When the Upheavel cast goes off Quake erupts dealing physical damage to all players and anyone in their circles. 
  • Intermission starts around 60% health.

Intermission

  • Boss will run up to the spirit bird and start channeling Siphon Power. While channeling Siphon Power the boss takes no damage. This will make the 4 Nokhud Stormcasters active. 
  • Nokhud Stormcallers
    • Storm Bolt: Basic cast that deals nature damage to random players. They will start spam casting this when they are active. Needs to be interrupted initially so they will run towards their target and group up. This can be deadly if all the casters target the same player.
  • Stormwinds: Winds radiate from the boss during intermission, dealing nature damage every 0.5 seconds to all players.
  • Lightning: Blue swirls will appear randomly throughout the area, these are the spots where Lightning will hit. Any players in the swirl when the Lightning strikes will take heavy nature damage.

Phase 2

  • Dual Strike: His abilities are now empowered by storm energy and their effects have been modified. Does a combo of two attacks onto the Tank.
    • Conductive Strike: Inflicts heavy nature damage to his main target. Also applies a dot that deals nature damage every second for 10 seconds and increases the damage of the next Thunder Strike by 500%. Healers should dispel this ASAP.
    • Thunder Strike: Deals nature damage to his current target.
  • Static Spear: Same as Iron Spear but when he throws his spear at the player it will pull in everyone. All players should spread immediately to avoid getting hit by Iron Stampede.
    • Iron Stampede: Casts this after Static Spear. Same as phase 1, avoid if possible.
  • Crackling Upheaval: Same as Upheaval in phase 1 but does nature damage instead. It does work slightly different on Mythic. When Crackling Upheaval goes off all players, and anyone in their circles, take nature damage and they leave behind a Crackling Cloud. Players should try to group these together to conserve space.
    • Crackling Cloud: Pool of storm energy that deals nature damage to anyone standing inside it.
  • Lightning: Lightning continues to hit the area during this phase.

Area 1 Mobs

Note: You need to kill all the mobs next to the Dragonkiller Lances to get the boss to land. 

Nokhud Longbow

  • Multi-Shot:Unleashes a barrage of arrows that deal heavy physical damage to all players in a 40yd cone in front of the mob. Players should stand behind this mob to avoid the damage.
  • Rain of Arrows: Shoots 5 arrows into the air and where they will land is represented by brown swirls. Any players standing in them when the arrow lands will take physical damage.
  • Shoot: Shoots random player for physical damage. 

Nokhud Hornsounder

  • Rally the Clan: Sounds a horn that will enrage all nearby allies when the cast finishes, increasing their physical damage done by 50% for 12 seconds. You can CC the mob to temporarily stop the cast. However it will start casting again after the CC falls off. Should focus this mob down first, even if you have classes that can de-enrage.
  • Shoot: Shoots random player dealing physical damage.

Nokhud Plainstomper & Nokhud Lancemaster

  • Two different mobs but cast the same abilities.
  • War Stomp: Puts brown swirl under mob’s feet. Anyone inside when the cast finishes will take heavy physical damage and be stunned for 3 seconds.
  • Disruptive Shout: Inflicts heavy physical damage to all players and interrupts any spellcasting for 6 seconds. This ability ignores armor. Players should interrupt every cast, and if one does goes off the Healer should be prepared for group wide damage.

Nokhud Warspear

  • Pierce: Puts a debuff on their main target that deals physical damage every second for 12 seconds. 

Nokhud Beastmaster

  • Hunter’s Mark: Puts Hunter’s Mark on a random player and focuses all their attacks on that player.
  • Hunt Prey: Enrages their pet increasing its damage done by 200%.
    • Their pet is a War Eagle. 

War Eagle

  • Pet of the Nokhud Beastmaster. This mob only attacks with its melee attacks and will attack the player with Hunter’s Mark. 

Granyth

  • Run away from boss during Tectonic Stomp
  • Healers be ready for group damage when Shards of Stone goes off
  • When boss is casting Eruption go to the blue lance and shoot him before the cast finishes
  • If Eruption does go off Healers should be ready for heavy group damage
  • Dragonkiller Lance:There are 3 Dragonkiller Lances around the bosses area. Only one will be active at a time. You can tell which one is active because there will be a blue glow around it. After shooting one it will need to recharge and a different Dragonkiller Lance will become active. Do not use these until Granyth starts casting Eruption. 
  • Tanks can tank Granyth in the middle so it is easier to grab adds as they run to the lances.
  • Tectonic Stomp: Puts a large brown circle around the boss. If anyone is inside when the cast ends they take heavy physical damage and get knocked back.
  • Shards of Stone: Shoots stone shards at all players dealing nature damage. This could hit hard on high keys so Healers should watch this cast.
  • Eruption: Long cast that deals heavy nature damage when it goes off. Each Eruption cast increases the power of the next Eruption. Healers should be ready for group damage if Eruption goes off.
    • Lanced!: Shooting Granyth with a lance puts the Lanced debuff on him. This stuns him for 5 seconds and inflicts 5% of his max HP as physical damage.  
  • Nokhud Saboteur: These mobs will spawn throughout the fight and run towards the active Dragonkiller Lance. If they reach it they will start to cast Dismantle. DPS need to make sure to slow and stun these mobs to prevent them from breaking the lances.
    • Dismantle: Cast that will disable a Dragonkiller Lance when the cast finishes.

Area 2 Mobs

Note: You have to kill 4 Stormsurge Totems to make the boss attackable.

Primalist Arcblade

  • Arcing Strike: Hits main target for nature damage, then arcs and hits the closest player for 50% of the initial damage.

Stormcallers

  • The 4 Stormcallers are named Stormcaller Boroo, Stormcaller Zarii, Stormcaller Solongo, and Stormcaller Arynga. They all have the same abilities.
  • Stormbolt: Basic cast that deals nature damage to main target.
  • Totemic Overload: Makes a nearby Stormsurge totem pulsate heavy nature damage to all players and causes several orbs to shoot out from the totem. Players that touch these orbs take nature damage and gain a stack of Uncontrollable Energy.
    • Uncontrollable Energy: Buff that increases all damage and healing by 5% per stack for 15 seconds.

Stormsurge Totem

  • Stormsurge: At 1 HP it casts Stormsurge. This places a blue swirl around the totem which then explodes dealing nature damage to anyone inside.
    • Stormsurge Cloud: Lightning effect on the ground that remains after a Stormsurge Totem is killed. Players who stand in this take nature damage every second.

Primalist Stormspeaker

  • Stormbolt: Basic cast that deals nature damage to main target. 
  • Tempest: A 5 second channeled cast that deals heavy nature damage to all players every second. Each time it ticks it also applies a stacking dot to all players that deals nature damage every second for 12 seconds. This can quickly become deadly in high keys. This is the priority interrupt in any pack. 
  • Summon Squall: Summons a Squall to fight. When the caster dies the Squall also dies. Squalls summoned by Primalist Stormspeakers should be ignored as killing them does heavy group wide damage!

Unstable Squall

  • Surge: Deals nature damage to target and reduces caster’s health by 5%.
  • Buff: When the Squall dies it deals heavy group wide damage. This can be deadly if the Squall is killed at the same time as Totemic Overload or Tempest is going out. DPS should stop attacking this mob if any of those abilities are about to cast! Healers should make sure they have CDs ready for when the Squall dies.

Primal Stormshield

  • Lightning Cudgel: Permanent buff they have that causes their melee attacks to inflict 50% additional nature damage.
  • Stormshield: Creates a damage absorb shield that will absorb up to 25% of its health for 8 seconds. If the shield expires it deals nature damage to all nearby players. On high keys this deals heavy group wide damage if players cannot break it fast enough. Having a purge will be essential here. Mages can spellsteal the shield but it will not do damage to enemies when it expires unfortunately. 

Primalist Thunderbeast

  • Thunder Clap: Cast puts blue swirl under mob. When the cast finishes it deals heavy nature damage to anyone inside the swirl. This also applies a debuff that reduces movement speed by 30% for 10 seconds. 
  • Chain Lightning: Targets random player and shoots lightning at them dealing nature damage. If anyone is close to their target the lightning will chain to them, and continue to do so until there are no more targets. 

Primal Gust

  • Swirling Gust: Buff they have that gives them a damage absorb shield that absorbs 100% of their mac health as damage.
  • Having a purge for these mobs is very helpful as they will instantly die when the shields are removed. 

Raging Tempest

  • Players who stand too close to the boss will take ticking nature damage, melee especially need to watch for this
  • Tanks must always be in melee range of boss
  • Players need to pick up orbs that spawn for a nice damage and healing buff
  • Tanks look out for Energy Surge buff on boss
  • Players spread with Lightning Strike 
  • Lightning Strike causes any Lightning Orbs it hits to explode. Players should destroy as many as possible so they do not reach the boss. 
  • Healers be ready for heavy group wide damage during Electrical Storm.
  • The Raging Tempest: Anyone standing too close to the boss will take nature damage every second. It is easy for melee to accidentally stand too close to the boss. Below is a picture showing the danger zone.
  • Wind Burst: If the Tank is not in melee range the boss will cast Wind Burst. This inflicts 100% of normal weapon damage as nature damage to its current target. 
  • Uncontrollable Energy: Lightning Orbs are occasionally spawned throughout the area. Players who touch these orbs take nature damage and gain a stacking buff. This increases all damage and healing by 5% per stack for 15 seconds.
    • Surge of Power: Lightning Orbs will slowly move towards the boss. If an orb touches the boss it deals nature damage to all players. The boss will also gain a buff that increases its damage by 5% for 1 minute, and this effect does stack. Orb management will be important in high keys.
  • The Raging Tempest: Anyone standing too close to the boss will take nature damage every second. It is easy for melee to accidentally stand too close to the boss. Below is a picture showing the danger zone.
  • Wind Burst: If the Tank is not in melee range the boss will cast Wind Burst. This inflicts 100% of normal weapon damage as nature damage to its current target. 
  • Uncontrollable Energy: Lightning Orbs are occasionally spawned throughout the area. Players who touch these orbs take nature damage and gain a stacking buff. This increases all damage and healing by 5% per stack for 15 seconds.
    • Surge of Power: Lightning Orbs will slowly move towards the boss. If an orb touches the boss it deals nature damage to all players. The boss will also gain a buff that increases its damage by 5% for 1 minute, and this effect does stack. Orb management will be important in high keys.

Area 3 Mobs

Note: Have to kill 4 Soulharvesters to make the boss attackable.

Soulharvesters

  • The 4 Soulharvesters are named Soulharvester Galtmaa, Soulharvester Duuren, Soulharvester Tumen, Soulharvester Mandakh and Soulharvester Kuolema.
  • Death Bolt Volley: Inflicts shadow damage to all players.
  • Shatter Soul: Shatters the souls of random players and puts a debuff on them that reduces their damage done by 30% for 15 seconds. Players can recover their souls to remove the debuff. 
  • Consumed Soul: Eats the souls of nearby dead allies, permanently increases shadow damage by 30% per stack. 
  • Harvest Soul:Harvests the souls of dead allies within 20yds. Gains a stack of Consumed Soul for each soul harvested. Tanks will need to move this mob away from dead ones fast in high keys. 

Ukhel Willcrusher

  • Dominate: Cast that will mind control a random player and make them attack their allies for 6 seconds. 

Ukhel Deathspeaker

  • Grasp of the Dead: Puts a dot on 3 random players that reduces movement speed by 50% and inflicts shadow damage every second for 6 seconds. When this dot expires it roots the player for 5 seconds. 
  • Chant of the Dead:Puts a green swirl around the mobs feet, when the cast ends anyone inside takes heavy shadow damage. Any undead allies within the swirl will become enraged, increasing their damage done by 50% and reducing damage taken by 50%. Tanks should move mobs out of this ASAP if any are undead!

Ukhel Corruptor

  • Death Bolt: Basic cast that deals shadow damage to target.
  • Necrotic Eruption: 9 second channeled cast that continuously spawns green orbs with swirls under them that explode a second later for heavy shadow damage. Players can avoid damage by dodging the orbs. 

Ukhel Beastcaller 

  • Heavy Slash:Inflicts heavy physical damage to target. Tanks should watch this ability.
  • Desecrating Roar: Awakens 3 Desecrated Bakar to fight for the caster.
  • Devour Spirit: Consumes the soul of an undead ally killing them. Then grants the caster Soul Infused Weapon.

Desecrated Ohuna

  • Rotting Wind: Frontal cone that deals shadow damage. Anyone hit also gets a debuff that reduces healing by 20%.

Desecrated Bakar

  • Shadow Pounce: Pounces on target player dealing shadow damage to them any anyone nearby.

Risen Warrior

  • Mortal Strike: Inflicts physical damage to target and reduces their healing received by 30% for 10 seconds.

Risen Mystic 

  • Swift Wind: Increases haste by 20%. This is a good buff for Mages to spellsteal. 

Teera & Maruuk

  • Tank needs to keep bosses within 20yds of each other
  • Players should get away with Gale Arrow from Teera
  • On Mythic all players should stack with Gale Arrow
  • Interrupt Guardian Wind from Teera ASAP
  • Tanks use active mitigation for Brutalize from Maruuk
  • Players run away from Maruuk when he is casting Frightful Roar
  • Player need to dodge brown swirls to avoid deadly damage

Teera

  • Ancestral Bond: If Teera and Maruuk are more than 20yds from each other their damage is increased by 5% every second.
  • Life Link: Teera and Maruuk share a life force. Damage to one also damages the other.
  • Teera does not need to be tanked as she will attack random players.
  • Quick Shot: Fires an arrow at a random player that inflicts heavy physical damage.
  • Spirit Leap: Leaps to a nearby location which is represented by a ghostly pool effect. 
  • Gale Arrow:At 100 energy Teera will use this ability. She targets 2 players (4 on Mythic) with a blue arrow then shoots at them inflicting heavy nature damage. After the hit lands 4 tornados will shoot out of every player hit. Anyone caught in their path takes nature damage  and gets knocked back. 
    • Tornados will travel back to their origin point before despawning. The best way to deal with this ability on Mythic is to stack tightly ASAP. Stacking will ensure all tornados have the same origin point and make them easier to avoid. This allows the group to move to a safe area after the tornados go out, and then no one has to worry about the tornados coming back. 
  • Repel: Pushes all players back from Maruuk.
  • Guardian Wind: Channeled cast that constantly pushes players away from Maruuk for 4 seconds. Needs to be interrupted ASAP.

Maruuk

  • Ancestral Bond: If Maruuk and Teera are more than 20yds from each other their damage is increased by 20%.
  • Life Link: Maruuk and Teera share a life force. Damage to one also damages the other.
  • Maruuk needs to be tanked.
  • Brutalize: Tank buster that deals heavy physical damage to his main target. Tanks must use active mitigation and possibly defensives for this.
  • Frightful Roar: Large purple circle forms around Maruuk. Anyone in this circle when the cast finishes will take heavy shadow damage and be feared for 5 seconds. Healers can dispel at their discretion.
  • Earthsplitter: At 100 energy Maruuk shatters the ground towards targeted players every 2 seconds for 2 seconds. This is represented by a line of brown swirls. After 2 seconds  the ground erupts dealing deadly physical damage to anyone standing in the swirls.
    • Aftershock: After Earthsplitter goes off the ground continues to quake for 5 seconds. This creates a circle of rumbling earth on the ground. Standing in this inflicts heavy physical damage every second and reduces movement speed by 30%. Players should try to stand near the brown swirls to spawn the upcoming Earthsplitters next to each other. This ability can quickly split up the party if players are on opposite sides of the ground effect. 

Area 4 Mobs

There will be a bunch of mobs fighting NPCs in this area. Skip these as they give no mob count and go directly to the fortress’ gate.

Nokhudon Warspear

  • Ravaging Spear: Throws a spear at a random player, where it will land is represented by a brown swirl. Anyone standing in it when the spear lands will take heavy physical damage.
  • Swift Stab: Charges their main target dealing heavy physical damage and applies a dot that deals damage every 2 seconds for 8 seconds. This could hurt if multiple mobs are in a pack and on high keys.

Nokhudon Defender

  • Broad Stomp: A frontal attack that creates a brown cone effect. Anyone standing in it when the cast finishes take heavy physical damage.
  • Vehement Charge: Charges at a random player dealing physical damage and knocking back anyone in their path. Continues to charge past the player they targeted before stopping. 
  • Bloodcurdling Shout: Inflicts heavy shadow damage to all players and fears them for 6 seconds. Must always be interrupted.

Nokhud Thunderfist

  • Storm Shock: Cast that deals nature damage to their target. Also applies a dot that deals nature damage every second for 4 seconds. 
  • Deadly Thunder: Deals deadly nature damage to a random player, this needs to always be interrupted. The cast time is long so it is easy to catch.

Nokhudon Houndsman

  • These mobs are off to the side and not in the main path.
  • Shoot: Shoots target dealing physical damage.
  • Gallop Shot: Gallops past a random player dealing 50% weapon damage every 0.5 seconds.
  • Command: Seek: Commands all nearby warhounds to attack their marked target. The hound will interrupt all spellcasting on their target for 4 seconds and deal physical damage. This damage is increased for every hound that is attacking.  

Nokhudon Warhound

  • Follow Nokhudon Houndsman.
  • These mobs just use melee attacks until the Nokhudon Houndsman uses Command: Seek

Balara

  • Raging Kin: When Batak is killed Balara will enrage. Inflicts 45% increased physical damage and has their attack and spell casting speeds increased by 75%. This can be removed but will be re-applied shortly after. Players need to evenly DPS Balara and Batak.
  • Ravaging Spear: Throws spear at random player, avoid brown swirl. Same ability from Nokhudon Warspear.
  • Vehement Charge: Same ability that the Nokhudon Defender uses. 

Batak

  • Raging Kin: When Balara is killed Batak will enrage. Inflicts 45% increased physical damage and has their attack and spell casting speeds increased by 75%. This can be removed but will be re-applied shortly after. Players need to evenly DPS Balara and Batak.
  • Broad Stomp: Frontal attack, same as the Nokhudon Defender’s ability.  
  • Bloodcurdling Shout: Inflicts heavy shadow damage to all players and fears them for 6 seconds. Must always be interrupted.

Balakar Khan

  • Tanks use active mitigation for Rendering Strike Savage Strike combo
  • Player marked with spear should position near the front of the room so players do not have to chase boss around.
  • Dodge Upheaval frontal and players spread out
  • During intermission Tank should group up adds
  • Healers be ready for constant group damage during intermission
  • DPS focus adds in intermission, boss doesn’t take damage. Intermission ends when all adds are dead
  • In Phase 2 Tanks use active mitigation for Conductive Strike and Thunder Strike
  • In Phase 2 Healers must dispel Conductive Strike off Tank ASAP
  • All players will be pulled to spear player in phase 2. Everyone must move out ASAP to avoid getting hit by Boss charging

Phase 1

  • Dual Strike: Does a combo of two attacks onto the tank.
    • Rendering Strike:Inflicts physical damage to main target and puts a bleed on them that deals physical damage every second for 10 seconds. This also increases the damage of Savage Strike by 500%. Tanks will need to use active mitigation or defensives for Savage Strike.
    • Savage Strike: Inflicts physical damage to main target. 
  • Iron Spear:Targets a random player putting a white circle on them, then throws his spear. Inflicts heavy physical damage to the player and anyone in their circle, and knocks them back. Marked player will want to drop the spear in the front of the room so when the boss charges the group will not have to run after him.
    • Iron Stampede:Casts this after Iron Spear. Charges towards his spear inflicting heavy physical damage to anyone in his path and knocking them back. The boss will continue to run past his spear for a while so if the spear isn’t positioned correctly the boss will run across the entire area.
  • Upheaval: Frontal that deals heavy physical damage to anyone in it and knocks them back when the cast finishes.
    • Quake: When Upheaval is cast it will place Quake on all players. This puts a brown circle around each player. When the Upheavel cast goes off Quake erupts dealing physical damage to all players and anyone in their circles. 
  • Intermission starts around 60% health.

Intermission

  • Boss will run up to the spirit bird and start channeling Siphon Power. While channeling Siphon Power the boss takes no damage. This will make the 4 Nokhud Stormcasters active. 
  • Nokhud Stormcallers
    • Storm Bolt: Basic cast that deals nature damage to random players. They will start spam casting this when they are active. Needs to be interrupted initially so they will run towards their target and group up. This can be deadly if all the casters target the same player.
  • Stormwinds: Winds radiate from the boss during intermission, dealing nature damage every 0.5 seconds to all players.
  • Lightning: Blue swirls will appear randomly throughout the area, these are the spots where Lightning will hit. Any players in the swirl when the Lightning strikes will take heavy nature damage.

Phase 2

  • Dual Strike: His abilities are now empowered by storm energy and their effects have been modified. Does a combo of two attacks onto the Tank.
    • Conductive Strike: Inflicts heavy nature damage to his main target. Also applies a dot that deals nature damage every second for 10 seconds and increases the damage of the next Thunder Strike by 500%. Healers should dispel this ASAP.
    • Thunder Strike: Deals nature damage to his current target.
  • Static Spear: Same as Iron Spear but when he throws his spear at the player it will pull in everyone. All players should spread immediately to avoid getting hit by Iron Stampede.
    • Iron Stampede: Casts this after Static Spear. Same as phase 1, avoid if possible.
  • Crackling Upheaval: Same as Upheaval in phase 1 but does nature damage instead. It does work slightly different on Mythic. When Crackling Upheaval goes off all players, and anyone in their circles, take nature damage and they leave behind a Crackling Cloud. Players should try to group these together to conserve space.
    • Crackling Cloud: Pool of storm energy that deals nature damage to anyone standing inside it.
  • Lightning: Lightning continues to hit the area during this phase.