Content


Area 1

Valarjar Champion

  • Power Attack: Inflicts heavy physical damage to main target. Tanks will need to use defensives on high keys and when multiple Valarjar Champions are pulled.

Valarjar Thundercaller

  • Thunderous Bolt: Deals heavy nature damage to random player. Should be interrupted to reduce group damage. 

Storm Drake

  • Crackling Storm: Targets a random player and puts a storm at their location. Where it will land is shown by a white swirl. When this storm forms it moves around and does nature damage every 2 seconds to players in it.
  • Lightning Breath: Frontal cone that does heavy nature damage to players inside it. 

Valarjar Stormrider

  • This mob is not targetable and its health is linked with the Storm Drake the mob is riding. 
  • Thunderstrike: Puts a debuff on a random player. This places a circle around the player. When the debuff expires the player, and anyone in their circle, takes heavy nature damage. Also places a dot on all players hit that deals nature damage every second for 8 seconds. Whoever has this should move away from others.

Hymdall

  • Tanks need to move the boss into the safe zones when the Storm Drakes come.
  • All players need to be in safe area to avoid Static Field from Storm Drakes
  • Tanks use active mitigation for Bloodletting Sweep
  • Players should bait Dancing Blades to the sides of the room.
  • Horn of Valor does group wide damage
  • Bloodletting Sweep:Swipes at his main target inflicting heavy physical damage. Then places a dot that deals physical damage every 2 seconds for 8 seconds. Tanks should use active mitigation for this.
  • Dancing Blade: Throws a blade at a random player. When it lands it begins to whirl dealing physical damage every 2 seconds to players standing near it. Ranged players should try to stand on the sides of the area to bait blades to areas where they will not be in the way. 
  • Horn of Valor: Inflicts physical damage to all players and summons Storm Drakes. These Storm Drakes can be seen flying towards the platform.
    • Storm Drakes

      • Static Field: They breathe lightning onto the platform, this inflicts heavy nature damage to anyone standing in it. The lightning electrifies the platform for a few seconds before dissipating.  

      • Ball Lightning: Electric tornados spawn and travel outwards from the Static Field.
  • Static Field from the Storm Drakes can be dodged. The platform is split into 3 sections, a top middle and bottom. Each section will only have one storm drake fly over it at a time. Players can look up to see which areas the storm drakes will fly over and move accordingly. Storm Drakes can fly East to West or West to East so you must watch both directions to see where the Storm Drakes are coming from. On the first wave there will be two Storm Drakes that attack the platform, and the third will come shortly after them. What players need to do is position themselves in the section next to where the first Storm Drakes will hit. As soon as the Static Field dissipates players must move into that section because a third Storm Drake will use Static Field on the previous safe zone. Below is a picture showing how the zones are separated.  

Area 2

*There are Valarjar Champions and Valarjar Thundercallers in this area. The mobs in this section are leading into and in the great hall. These can be found going to Hyrja or Fenryr. Going left leads to Hyrja and right is Fenryr.

Valarjar Runecarver

  • Etch: Targets random player and channels heavy shadow damage into them. Should be interrupted or CCd to cancel the cast.
  • Shattered Rune: Targets random player and deals shadow damage to them.

Stormforged Sentinel

  • Crackle:Shoots a line of lightning at random player. Anyone standing in the lightning takes nature damage every second. Deals heavy damage in high keys so this needs to be avoided. 
  • Charged Pulse: Creates a large circle around itself, when the cast finishes anyone in the circle takes heavy nature damage and gets knocked back. 
  • Protective Light: At 50% health the caster puts a damage absorb shield on themselves. This is a good effect for Mages to Spellsteal.

Valarjar Mystic

  • Holy Radiance: Heals all allies within 30yds for 30% of their max health.
  • Rune of Healing: Creates a healing rune on the ground. Anyone that stands in it get healed for 5% of their max health every 2 seconds for 10 seconds. 

Valarjar Marksman

  • Snap Shot: Deals physical damage to random player.

The following mobs are in Hyrja’s room.

Valarjar Shieldmaiden

  • Mortal Hew: Frontal cleave that deals physical damage and applies a debuff that reduces healing by 20% for 8 seconds. This effect stacks. DPS should always be behind these mobs. 
  • Breach Armor: Strikes main target dealing physical damage. Also puts debuff on target that reduces armor by 20% for 5 seconds. This effect stacks.

Valarjar Purifier

  • Cleansing Flame: Targets random player and throws holy flame at them. Where this will land is represented by a yellow swirl. When it lands it will deal holy damage, and pulsate additional damage every second for 4 seconds.

Valarjar Aspirant

  • Valkyra’s Advance: Targets random player to jump on and puts a swirl on them. Then jumps on the player dealing heavy physical damage to them and anyone in the swirl. This player should stand away from others.
  • Blast of Light: Casts this after landing. When the cast ends shoots a beam of holy energy in front of herself. Anyone caught in the blast takes deadly holy energy. Players should make sure to move out of the way ASAP.

Solsten

  • Eye of the Storm: Channeled cast that creates a lightning storm that deals deadly nature damage every 1.5 seconds for 9 seconds. There will be a safe zone that looks like a DK’s AMZ. Standing in this will reduce nature damage taken by 75%. Players will still take some nature damage so the Healer should be ready for group damage. 

Olmyr the Enlightened

  • Sanctify: Channeled cast that shoots orbs of holy light outwards that travel across the area. If the orb touches a player it explodes dealing deadly holy damage to all players. Everyone needs to prioritize dodging these at all costs or it will be a wipe! 

Hyrja

  • Tanks has to bring Hyrja to the left or right side when the fight starts
  • Tank should switch to right side after 2 Eye of the Storm casts and switch to left side after 1 Sanctify cast. 
  • Tanks use Shield of Light to get pushed to the left or right side of the room.
  • Everyone get in shield when Eye of the Storm is cast
  • Big damage goes out during Eye of the Storm
  • Everyone avoid orbs from Sanctify at all costs
  • Mystic Empowerment: Thunder: When Hyrja is tanked near the left side of the room she is in range of Solsten and he empowers her with Thunder. This gives her the ability Eye of the Storm and Arcing Bolt. Every 4 seconds she gains a stacking buff that increases the damage these abilities deal by 10%. If Hyrja is taken away from this side of the room she will slowly lose this buff.

    • Eye of the Storm: Same ability that Solsten uses. Players should stand in the shielded area to avoid deadly damage. Healers still be ready to heal group wide damage, especially on high keys.

    • Arcing Bolt:  Targets random player and deals nature damage to them. If there is another player nearby it will arc to them and deal nature damage, this can arc up to 5 times. 
  • Mystic Empowerment: Holy: When Hyrja is tanked near the right side of the room she is in range of Olmyr and he empowers her with holy light. This gives her the abilities Sanctify and Expel Light. Every 4 seconds she gains a stacking buff that increases the damage these abilities deal by 10%. If Hyrja is taken away from this side of the room she will slowly lose this buff.
    • Sanctify: Same ability that Olmyr uses. Avoid the orbs of light at all costs!

    • Expel Light: Debuff placed on a random player that puts a circle around them. After 3 seconds the debuff expires dealing heavy holy damage to the player and anyone in their circle.

  • Shield of Light: Hyrja charges her shield and releases a line of holy light at her main target. This deals heavy holy damage to anyone it hits and knocks them back. This mechanic is only deadly to non Tank players. Tanks should use active mitigation for this, and use this mechanic to move Hyrja to the right and left sides of the room as needed. Other players must make sure they are never in front of the boss or this will kill them.

Area 3

These mobs are in Fenryr’s room. In this room you will have to follow Fenryr’s paw prints to know which side he is at. When you find Fenryr you will have to attack him until he runs away, and then follow him to finish the fight. 

Gildedfur Stag

  • These are neutral mobs and can be skipped
  • Bucking Charge: Charges forward dealing heavy physical damage to players in its path and applies a bleed. This deals physical damage every 2 seconds for 6 seconds.
  • Frantic Gore: Deals physical damage to target and applies a bleed that deals physical damage every 3 seconds for 9 seconds.

Storm Drake

  • This mob can by hugging the left side of the area when entering. On high keys players will want to skip this mob since it takes a a long time to kill. Has the same abilities as the Storm Drake from earlier. 
  • Crackling Storm: Targets a random player and puts a storm at their location. Where it will land is shown by a white swirl. When this storm forms it moves around and does nature damage every 2 seconds to players in it.
  • Lightning Breath: Frontal cone that does heavy nature damage to players inside it. 

Angerhoof Bull

  • Piercing Horns:Deals heavy physical damage to its main target. Tanks should watch this cast.
  • Rumbling Stomp: Stomps the ground dealing heavy physical damage and knocking up players inside the swirl.
  • Enrage: Increases the mob’s attack speed by 30% and physical damage done by 10% for 30 seconds. Should be removed if possible.

Steeljaw Grizzly

  • Rending Claws: Deals heavy physical damage to their main target. Tanks should watch this cast.

Valarjar Trapper

  • There are also Valarjar Marksmen with the trappers
  • Quick Chop: Deals heavy physical damage to their main target. Tanks should watch this.
  • Bear Trap: Throws a bear trap at a random player, when it lands the trap arms itself. Any players that step in the trap are stunned for 3 seconds and take physical damage every 2 seconds for 12 seconds.

Ebonclaw Worg

  • Ferocious Bite: Bites current target inflicting heavy physical damage. Tank should watch this if pulling a lot of worgs.
  • Leap for the Throat: Leaps at random player dealing heavy physical damage to them and anyone within 3yds. Players should stay spread for this.

Fenryr

  • Tanks pick up wolf adds
  • DPS kill wolf adds ASAP
  • Players should stand in melee range to split up damage from Claw Frenzy
  • Healers be ready for group damage during Claw Frenzy
  • Casters stop casting when Unnerving Howl goes off
  • Players spread with Ravenous Leap
  • Ravenous Leap applies permanent stacking bleed
  • Player targeted by Scent of Blood needs to run from boss
  • When player first engage Fenryr he will fight until X% health and then retreats to his den. Players must follow him to his den to finish the fight. 
  • Before starting the fight players should clear the area in front of Fenryr. This will guarantee nothing pulls during the fight and gives plenty of space for players to kite. 
  • Claw Frenzy: Deals deadly physical damage to all players within 12yds. This damage is split evenly between all players hit, always hits, and ignores armor. All Players should stand close to boss to spread the damage evenly.
  • Unnerving Howl:Interrupts all spellcasting for 3 seconds. Casters beware!
    • Ebonclaw Worg: When players engage Fenryr in front of his den this effect is added to Unnerving Howl. Ebonclaw Worgs will now spawn after Unnerving Howl.
      • Strength of the Pack: Buff they have that increases their damage by 20% for each nearby pack member.
  • Ravenous Leap:Marks 3 players and then leaps to their locations rapidly. This deals heavy physical damage to them and anyone within 10yds as well as applying a permanent bleed. This bleed deals damage every 3 seconds and stacks. Marked players should spread to help reduce group damage and manage how many stacks of the bleed are active on the party.
  • Scent of Blood: Fixates a random player for 6 seconds and will deal deadly physical damage if he catches up to them. The targeted player will have to kite the boss.

Area 4

*The following mobs each have one unique ability. When they are killed this ability is transferred to the remaining mobs. After killing the first two kings the other two will activate at the same time.

King Ranulf 

  • Unruly Yell: Cast that deals heavy physical damage to all players and interrupts spellcasting. This should always be interrupted! 

King Haldor

  • Sever: Ability that deals heavy physical damage and places debuff on target that increases physical damage taken by 20%. This effect stacks.

King Bjorn

  • Wicked Dagger: Throws dagger at random player and puts a debuff on them that reduces healing and absorbs by 50% for 3 seconds.

King Tor

  • Call Ancestor:Summons an ancestor that slowly moves towards the caster. If it reaches the caster it will heal them for 10% of their max health. Tanks should kite the mobs away from ancestors, and they shood be rooted, slowed, stunned, etc. 

God-King Skovald

  • Tanks pick up the Aegis of Aggramar and use it for Ragnarok
  • All players hide behind the Aegis during Ragnarok
  • Tanks use mitigation for Savage Blade
  • Players stay spread for Felblaze Rush
  • DPS attack boss from behind when he is using the Aegis
  • Players kite Flame of Woe adds
  • Aegis of Aggramar:Item the tank should pick up when the fight starts. Gives the holder an extra action button ability that will activate the Aegis. This creates a shield that absorbs all damage from the front. Tanks need to use this during Ragnarok. 
  • Savage Blade: Tank buster that deals heavy physical damage. 
  • Felblaze Rush: Targets random player and puts a red arrow on them as well as a circle. Then rushes at them inflicting fire damage to them and anyone within their circle. Applies a dot that deals damage every second for 3 seconds to all players hit. Players should move away from the targeted player.
  • Ragnarok: When this is cast the tank should use the Aegis and everyone needs to get behind the shield. Ragnarok will deal deadly fire damage to all players not protected by the shield every 1.5 seconds for 9 seconds. Each cast increases the damage of Ragnarok by 25%. After this cast ends the boss will take the Aegis from whoever is holding it.
  • Claim the Aegis: After Ragnarok the Aegis will overload and be removed from the player’s possession. God-King Skovald will run to the Aegis and pick it up.
  • Flame of Woe: Skovald will activate the Aegis protecting him from all attacks coming from the front. Then he starts channeling Flame of Woe. Currently it looks like he is just channeling the Aegis of Aggramar, but he is casting Flame of Woe during this. This spawns adds called Flame of Woe that fixate on random players every 1.4 seconds. As the add moves it spreads Infernal Flames. When he finishes casting this he will drop the Aegis and the tank will need to pick it up again.
    • Infernal Flames: This is a patch of blazing flame on the ground that spawns where the add spawns, and will constantly be dropped by the add as it moves. Any players standing on the green fire patches will take fire damage every 0.5 seconds. This effect stacks.

    • Consuming Flame: Flame of Woe adds consume 5% of their max hp every 3 seconds until they dies. Players can continually kite these mobs until they die so they can dps the boss, or dps the adds and then get back to the boss.

Odyn

  • Players get removed from the fight at 1 HP and do not die. So avoiding damage is very important in this fight
  • Players look out for orbs traveling around the area
  • Healers be ready for group wide damage if multiple Spears of Light are spawned
  • DPS focus Stormforge Obliterators ASAP
  • Interrupt every cast of Surge from Stormforge Obliterators
  • Make sure to match your brand with the correct rune on the floor
  • If you want to lust this boss do not do it at the start of the fight. Save it for the Branded mechanic.
  • Unworthy:Instead of dying, when Players reach 1 HP they are proven Unworthy and get flown to the sidelines. This can make the fight more difficult as there are no chances for battle rez if someone dies.
  • Spear of Light: Puts a gold swirl at a random player’s location. A spear erupts from the location dealing heavy holy damage to anyone inside the swirl, and deals holy damage to all players. Anyone too close to the spear will take ticking holy damage. 
    • Glowing Fragment: Golden orbs shoot out from spears and travel across the area. Any players hit by these will take heavy holy damage and be stunned for 3 seconds.
  • Shatter Spears: Odyn will shatter all spears and make them burst into 5 Glowing Fragments.
  • Summon Stormforged Obliterator: Summons an add that will spam cast Surge. This is top priority to stop as Surge can quickly wipe the group.
    • Surge: Inflicts heavy nature damage to all players. Each successful cast reduces the cast time of the next Surge by 100%. This effect stacks.
  • Radiant Tempest: Odyn creates a large circle around himself. Anyone in this circle when the cast finishes takes deadly holy damage and gets knocked back.
  • Runic Brand: Odyn assigns a brand to each player that lasts 12 seconds. The brand inflicts holy damage every 2 seconds. Players must run to the rune on the floor that matches their brand to remove it. Players must be very careful about where they stand in the room. If a player is standing on a brand when this goes out, they will instantly fail the mechanic and be kicked out of the fight! 
    • Branded: When the brand is removed the player grants a buff that increases damage and healing done by 50% and increases movement speed by 25%. The player will also be restored to full hp. You will want to use lust here. Below is a map showing the locations of all the runes.

Area 1

Valarjar Champion

  • Power Attack: Inflicts heavy physical damage to main target. Tanks will need to use defensives on high keys and when multiple Valarjar Champions are pulled.

Valarjar Thundercaller

  • Thunderous Bolt: Deals heavy nature damage to random player. Should be interrupted to reduce group damage. 

Storm Drake

  • Crackling Storm: Targets a random player and puts a storm at their location. Where it will land is shown by a white swirl. When this storm forms it moves around and does nature damage every 2 seconds to players in it.
  • Lightning Breath: Frontal cone that does heavy nature damage to players inside it. 

Valarjar Stormrider

  • This mob is not targetable and its health is linked with the Storm Drake the mob is riding. 
  • Thunderstrike: Puts a debuff on a random player. This places a circle around the player. When the debuff expires the player, and anyone in their circle, takes heavy nature damage. Also places a dot on all players hit that deals nature damage every second for 8 seconds. Whoever has this should move away from others.

Hymdall

  • Tanks need to move the boss into the safe zones when the Storm Drakes come.
  • All players need to be in safe area to avoid Static Field from Storm Drakes
  • Tanks use active mitigation for Bloodletting Sweep
  • Players should bait Dancing Blades to the sides of the room.
  • Horn of Valor does group wide damage
  • Bloodletting Sweep:Swipes at his main target inflicting heavy physical damage. Then places a dot that deals physical damage every 2 seconds for 8 seconds. Tanks should use active mitigation for this.
  • Dancing Blade: Throws a blade at a random player. When it lands it begins to whirl dealing physical damage every 2 seconds to players standing near it. Ranged players should try to stand on the sides of the area to bait blades to areas where they will not be in the way. 
  • Horn of Valor: Inflicts physical damage to all players and summons Storm Drakes. These Storm Drakes can be seen flying towards the platform.
    • Storm Drakes

      • Static Field: They breathe lightning onto the platform, this inflicts heavy nature damage to anyone standing in it. The lightning electrifies the platform for a few seconds before dissipating.  

      • Ball Lightning: Electric tornados spawn and travel outwards from the Static Field.
  • Static Field from the Storm Drakes can be dodged. The platform is split into 3 sections, a top middle and bottom. Each section will only have one storm drake fly over it at a time. Players can look up to see which areas the storm drakes will fly over and move accordingly. Storm Drakes can fly East to West or West to East so you must watch both directions to see where the Storm Drakes are coming from. On the first wave there will be two Storm Drakes that attack the platform, and the third will come shortly after them. What players need to do is position themselves in the section next to where the first Storm Drakes will hit. As soon as the Static Field dissipates players must move into that section because a third Storm Drake will use Static Field on the previous safe zone. Below is a picture showing how the zones are separated.  

Area 2

*There are Valarjar Champions and Valarjar Thundercallers in this area. The mobs in this section are leading into and in the great hall. These can be found going to Hyrja or Fenryr. Going left leads to Hyrja and right is Fenryr.

Valarjar Runecarver

  • Etch: Targets random player and channels heavy shadow damage into them. Should be interrupted or CCd to cancel the cast.
  • Shattered Rune: Targets random player and deals shadow damage to them.

Stormforged Sentinel

  • Crackle:Shoots a line of lightning at random player. Anyone standing in the lightning takes nature damage every second. Deals heavy damage in high keys so this needs to be avoided. 
  • Charged Pulse: Creates a large circle around itself, when the cast finishes anyone in the circle takes heavy nature damage and gets knocked back. 
  • Protective Light: At 50% health the caster puts a damage absorb shield on themselves. This is a good effect for Mages to Spellsteal.

Valarjar Mystic

  • Holy Radiance: Heals all allies within 30yds for 30% of their max health.
  • Rune of Healing: Creates a healing rune on the ground. Anyone that stands in it get healed for 5% of their max health every 2 seconds for 10 seconds. 

Valarjar Marksman

  • Snap Shot: Deals physical damage to random player.

The following mobs are in Hyrja’s room.

Valarjar Shieldmaiden

  • Mortal Hew: Frontal cleave that deals physical damage and applies a debuff that reduces healing by 20% for 8 seconds. This effect stacks. DPS should always be behind these mobs. 
  • Breach Armor: Strikes main target dealing physical damage. Also puts debuff on target that reduces armor by 20% for 5 seconds. This effect stacks.

Valarjar Purifier

  • Cleansing Flame: Targets random player and throws holy flame at them. Where this will land is represented by a yellow swirl. When it lands it will deal holy damage, and pulsate additional damage every second for 4 seconds.

Valarjar Aspirant

  • Valkyra’s Advance: Targets random player to jump on and puts a swirl on them. Then jumps on the player dealing heavy physical damage to them and anyone in the swirl. This player should stand away from others.
  • Blast of Light: Casts this after landing. When the cast ends shoots a beam of holy energy in front of herself. Anyone caught in the blast takes deadly holy energy. Players should make sure to move out of the way ASAP.

Solsten

  • Eye of the Storm: Channeled cast that creates a lightning storm that deals deadly nature damage every 1.5 seconds for 9 seconds. There will be a safe zone that looks like a DK’s AMZ. Standing in this will reduce nature damage taken by 75%. Players will still take some nature damage so the Healer should be ready for group damage. 

Olmyr the Enlightened

  • Sanctify: Channeled cast that shoots orbs of holy light outwards that travel across the area. If the orb touches a player it explodes dealing deadly holy damage to all players. Everyone needs to prioritize dodging these at all costs or it will be a wipe! 

Hyrja

  • Tanks has to bring Hyrja to the left or right side when the fight starts
  • Tank should switch to right side after 2 Eye of the Storm casts and switch to left side after 1 Sanctify cast. 
  • Tanks use Shield of Light to get pushed to the left or right side of the room.
  • Everyone get in shield when Eye of the Storm is cast
  • Big damage goes out during Eye of the Storm
  • Everyone avoid orbs from Sanctify at all costs
  • Mystic Empowerment: Thunder: When Hyrja is tanked near the left side of the room she is in range of Solsten and he empowers her with Thunder. This gives her the ability Eye of the Storm and Arcing Bolt. Every 4 seconds she gains a stacking buff that increases the damage these abilities deal by 10%. If Hyrja is taken away from this side of the room she will slowly lose this buff.

    • Eye of the Storm: Same ability that Solsten uses. Players should stand in the shielded area to avoid deadly damage. Healers still be ready to heal group wide damage, especially on high keys.

    • Arcing Bolt:  Targets random player and deals nature damage to them. If there is another player nearby it will arc to them and deal nature damage, this can arc up to 5 times. 
  • Mystic Empowerment: Holy: When Hyrja is tanked near the right side of the room she is in range of Olmyr and he empowers her with holy light. This gives her the abilities Sanctify and Expel Light. Every 4 seconds she gains a stacking buff that increases the damage these abilities deal by 10%. If Hyrja is taken away from this side of the room she will slowly lose this buff.
    • Sanctify: Same ability that Olmyr uses. Avoid the orbs of light at all costs!

    • Expel Light: Debuff placed on a random player that puts a circle around them. After 3 seconds the debuff expires dealing heavy holy damage to the player and anyone in their circle.

  • Shield of Light: Hyrja charges her shield and releases a line of holy light at her main target. This deals heavy holy damage to anyone it hits and knocks them back. This mechanic is only deadly to non Tank players. Tanks should use active mitigation for this, and use this mechanic to move Hyrja to the right and left sides of the room as needed. Other players must make sure they are never in front of the boss or this will kill them.

Area 3 

These mobs are in Fenryr’s room. In this room you will have to follow Fenryr’s paw prints to know which side he is at. When you find Fenryr you will have to attack him until he runs away, and then follow him to finish the fight. 

Gildedfur Stag

  • These are neutral mobs and can be skipped
  • Bucking Charge: Charges forward dealing heavy physical damage to players in its path and applies a bleed. This deals physical damage every 2 seconds for 6 seconds.
  • Frantic Gore: Deals physical damage to target and applies a bleed that deals physical damage every 3 seconds for 9 seconds.

Storm Drake

  • This mob can by hugging the left side of the area when entering. On high keys players will want to skip this mob since it takes a a long time to kill. Has the same abilities as the Storm Drake from earlier. 
  • Crackling Storm: Targets a random player and puts a storm at their location. Where it will land is shown by a white swirl. When this storm forms it moves around and does nature damage every 2 seconds to players in it.
  • Lightning Breath: Frontal cone that does heavy nature damage to players inside it. 

Angerhoof Bull

  • Piercing Horns:Deals heavy physical damage to its main target. Tanks should watch this cast.
  • Rumbling Stomp: Stomps the ground dealing heavy physical damage and knocking up players inside the swirl.
  • Enrage: Increases the mob’s attack speed by 30% and physical damage done by 10% for 30 seconds. Should be removed if possible.

Steeljaw Grizzly

  • Rending Claws: Deals heavy physical damage to their main target. Tanks should watch this cast.

Valarjar Trapper

  • There are also Valarjar Marksmen with the trappers
  • Quick Chop: Deals heavy physical damage to their main target. Tanks should watch this.
  • Bear Trap: Throws a bear trap at a random player, when it lands the trap arms itself. Any players that step in the trap are stunned for 3 seconds and take physical damage every 2 seconds for 12 seconds.

Ebonclaw Worg

  • Ferocious Bite: Bites current target inflicting heavy physical damage. Tank should watch this if pulling a lot of worgs.
  • Leap for the Throat: Leaps at random player dealing heavy physical damage to them and anyone within 3yds. Players should stay spread for this.

Fenryr

  • Tanks pick up wolf adds
  • DPS kill wolf adds ASAP
  • Players should stand in melee range to split up damage from Claw Frenzy
  • Healers be ready for group damage during Claw Frenzy
  • Casters stop casting when Unnerving Howl goes off
  • Players spread with Ravenous Leap
  • Ravenous Leap applies permanent stacking bleed
  • Player targeted by Scent of Blood needs to run from boss
  • When player first engage Fenryr he will fight until X% health and then retreats to his den. Players must follow him to his den to finish the fight. 
  • Before starting the fight players should clear the area in front of Fenryr. This will guarantee nothing pulls during the fight and gives plenty of space for players to kite. 
  • Claw Frenzy: Deals deadly physical damage to all players within 12yds. This damage is split evenly between all players hit, always hits, and ignores armor. All Players should stand close to boss to spread the damage evenly.
  • Unnerving Howl:Interrupts all spellcasting for 3 seconds. Casters beware!
    • Ebonclaw Worg: When players engage Fenryr in front of his den this effect is added to Unnerving Howl. Ebonclaw Worgs will now spawn after Unnerving Howl.
      • Strength of the Pack: Buff they have that increases their damage by 20% for each nearby pack member.
  • Ravenous Leap:Marks 3 players and then leaps to their locations rapidly. This deals heavy physical damage to them and anyone within 10yds as well as applying a permanent bleed. This bleed deals damage every 3 seconds and stacks. Marked players should spread to help reduce group damage and manage how many stacks of the bleed are active on the party.
  • Scent of Blood: Fixates a random player for 6 seconds and will deal deadly physical damage if he catches up to them. The targeted player will have to kite the boss.

Area 4

*The following mobs each have one unique ability. When they are killed this ability is transferred to the remaining mobs. After killing the first two kings the other two will activate at the same time.

King Ranulf 

  • Unruly Yell: Cast that deals heavy physical damage to all players and interrupts spellcasting. This should always be interrupted! 

King Haldor

  • Sever: Ability that deals heavy physical damage and places debuff on target that increases physical damage taken by 20%. This effect stacks.

King Bjorn

  • Wicked Dagger: Throws dagger at random player and puts a debuff on them that reduces healing and absorbs by 50% for 3 seconds.

King Tor

  • Call Ancestor:Summons an ancestor that slowly moves towards the caster. If it reaches the caster it will heal them for 10% of their max health. Tanks should kite the mobs away from ancestors, and they shood be rooted, slowed, stunned, etc. 

God-King Skovald

  • Tanks pick up the Aegis of Aggramar and use it for Ragnarok
  • All players hide behind the Aegis during Ragnarok
  • Tanks use mitigation for Savage Blade
  • Players stay spread for Felblaze Rush
  • DPS attack boss from behind when he is using the Aegis
  • Players kite Flame of Woe adds
  • Aegis of Aggramar:Item the tank should pick up when the fight starts. Gives the holder an extra action button ability that will activate the Aegis. This creates a shield that absorbs all damage from the front. Tanks need to use this during Ragnarok. 
  • Savage Blade: Tank buster that deals heavy physical damage. 
  • Felblaze Rush: Targets random player and puts a red arrow on them as well as a circle. Then rushes at them inflicting fire damage to them and anyone within their circle. Applies a dot that deals damage every second for 3 seconds to all players hit. Players should move away from the targeted player.
  • Ragnarok: When this is cast the tank should use the Aegis and everyone needs to get behind the shield. Ragnarok will deal deadly fire damage to all players not protected by the shield every 1.5 seconds for 9 seconds. Each cast increases the damage of Ragnarok by 25%. After this cast ends the boss will take the Aegis from whoever is holding it.
  • Claim the Aegis: After Ragnarok the Aegis will overload and be removed from the player’s possession. God-King Skovald will run to the Aegis and pick it up.
  • Flame of Woe: Skovald will activate the Aegis protecting him from all attacks coming from the front. Then he starts channeling Flame of Woe. Currently it looks like he is just channeling the Aegis of Aggramar, but he is casting Flame of Woe during this. This spawns adds called Flame of Woe that fixate on random players every 1.4 seconds. As the add moves it spreads Infernal Flames. When he finishes casting this he will drop the Aegis and the tank will need to pick it up again.
    • Infernal Flames: This is a patch of blazing flame on the ground that spawns where the add spawns, and will constantly be dropped by the add as it moves. Any players standing on the green fire patches will take fire damage every 0.5 seconds. This effect stacks.

    • Consuming Flame: Flame of Woe adds consume 5% of their max hp every 3 seconds until they dies. Players can continually kite these mobs until they die so they can dps the boss, or dps the adds and then get back to the boss.

Odyn

  • Players get removed from the fight at 1 HP and do not die. So avoiding damage is very important in this fight
  • Players look out for orbs traveling around the area
  • Healers be ready for group wide damage if multiple Spears of Light are spawned
  • DPS focus Stormforge Obliterators ASAP
  • Interrupt every cast of Surge from Stormforge Obliterators
  • Make sure to match your brand with the correct rune on the floor
  • If you want to lust this boss do not do it at the start of the fight. Save it for the Branded mechanic.
  • Unworthy:Instead of dying, when Players reach 1 HP they are proven Unworthy and get flown to the sidelines. This can make the fight more difficult as there are no chances for battle rez if someone dies.
  • Spear of Light: Puts a gold swirl at a random player’s location. A spear erupts from the location dealing heavy holy damage to anyone inside the swirl, and deals holy damage to all players. Anyone too close to the spear will take ticking holy damage. 
    • Glowing Fragment: Golden orbs shoot out from spears and travel across the area. Any players hit by these will take heavy holy damage and be stunned for 3 seconds.
  • Shatter Spears: Odyn will shatter all spears and make them burst into 5 Glowing Fragments.
  • Summon Stormforged Obliterator: Summons an add that will spam cast Surge. This is top priority to stop as Surge can quickly wipe the group.
    • Surge: Inflicts heavy nature damage to all players. Each successful cast reduces the cast time of the next Surge by 100%. This effect stacks.
  • Radiant Tempest: Odyn creates a large circle around himself. Anyone in this circle when the cast finishes takes deadly holy damage and gets knocked back.
  • Runic Brand: Odyn assigns a brand to each player that lasts 12 seconds. The brand inflicts holy damage every 2 seconds. Players must run to the rune on the floor that matches their brand to remove it. Players must be very careful about where they stand in the room. If a player is standing on a brand when this goes out, they will instantly fail the mechanic and be kicked out of the fight! 
    • Branded: When the brand is removed the player grants a buff that increases damage and healing done by 50% and increases movement speed by 25%. The player will also be restored to full hp. You will want to use lust here. Below is a map showing the locations of all the runes.