Content

Special Items

  • In this dungeon there are several items that only certain classes or professions can interact with to give the party the upper hand throughout the dungeon. Only five of these items can spawn in every dungeon run so you will not always have access to all of these effects. The only item that is in every run is the flask before the first boss, and is excluded from the list of five possible items per run.
  • Engineers, Gnomes, and Goblins can interact with an Arcane Power Conduit. This will cause all Guardian Constructs to deal 25% less damage and occasionally short circuit, becoming stunned for 5 seconds. This can be found in a room next to the second Arcane Beacon. It is at /way 29, 42.
Arcane Power Conduit
  • Alchemists and Rogues can poison the flask before the first boss. You will always want someone that can do this! It is at /way 35, 24
Flask of the Solemn Night
  • Shamans, Skinners, and Scribes can interact with the Waterlogged Scroll granting everyone Flowing Waters. This increases player movements speed by 35% for the rest of the dungeon. It is at /way 54, 39.
Waterlogged Scroll
  • Death Knights and Monk can interact with Starlight Rose Brew to grant the party a buff the restores 3% health and 2% mana every 3 seconds. /way 55, 41
Starlight Rose Brew
  • Mages, Enchanters, Blood Elves, and Night Elves can interact with the Magical Lantern to give the party Arcane Infusion. This increases everyone’s damage done by 10% for the rest of the dungeon. /way 57, 44
Magical Lantern
  • Hunters or Blacksmiths can interact with Discarded Junk which will set a trap. Then one of the demonic emissaries will come over, step in the trap, and deals 10% of their health as damage. Also puts a debuff on the emissary that increases all damage they take by 25% for 30 seconds. /way 63, 49
Discarded Junk
  • Cooks and Pandaren can interact with Nightshade Refreshments to grant players Succulent Cuisine. This increases everyone’s max health by 25% for the rest of the dungeon. /way 57, 51
Nightshade Refreshments
  • Druids and Herbalists can interact with a special flower granting the party Umbral Spores. Increases everyone’s haste by 10% for the rest of the dungeon. /way 50, 59
Umbral Flower
  • Demon Hunters, Priests, and Paladins can destroy the Infernal Tome to grant the party Comforting Light. This reduces everyone’s damage taken by 10% for the rest of the dungeon. /way 53, 65
Infernal Tome
  • Rogues, Warriors, and Leatherworkers can interact with Bazar Goods which are in the area with the second boss. Activating these distracts one of the demonic emissaries. It is at /way 46, 61.
Bazar Goods
  • Miners or Jewlcrafters can destroy the Lifesized Nightborne Statue to distract one of the demonic emissaries. /way 51, 61
Lifesized Nightborne Statue
  • All Healers and Tailors can heal the Wounded Nightborne Civilian to distract one of the demonic emissaries. /way 48, 63
Wounded Nightborne Civilian
  • Demon Hunters, Warlocks, Priests, and Paladins can destroy a Fel Orb to give the party Fel Surge. This increases everyone’s crit chance by 10% for the rest of the dungeon. /way 45, 50. 
Fel Orb

Area 1

IMPORTANT NOTE: Once you enter the main area there will be Arcane Beacons that must be dismantled, one is pictured below. Once it is dismantled it cannot be used to alarm other mobs. You need to dismantle these because each Arcane Beacon gives the first boss a buff. Each buff allows the boss to summon additional mobs into the fight.

Duskwatch Sentry

  • Non elite mob that will run to Arcane Beacon when it enters combat with players. This mob must be stopped from reaching the beacon. If it reaches it, they will sound the alarm and pull all mobs in the area.
  • Sound Alarm: Sounds the alarm calling forth all nearby allies and fortifies a nearby watchpost.
  • Throw Torch: They use this ability after setting off the alarm. Deals fire damage to player and puts a dot on them that deals fire damage every second for 6 seconds.

Duskwatch Guard

  • Quelling Strike: Frontal cone deals heavy arcane damage and stuns players for 2 seconds. Tank should face this mob away from players and then move out of the way when the effect appears.
  • Fortification: Buff they put on themselves that decreases magic damage taken by 25% and increases haste by 25% for 12 seconds. This is a good ability for Mage’s to Spellsteal.

Mana Saber

  • Mana Fang: Mana Sabers will pounce at random players with no warning. Inflicts arcane damage to their target and anyone within 5yds, and applies a dot that deals arcane damage every 2 seconds for 12 seconds. Players should stay spread to avoid spreading this dot to everyone. The dot does not stack but it can apply to players multiple times.

Mana Wyrm

  • Wild Detonation: Explodes upon death dealing arcane damage to players within 5yds. Players need to move away from these mobs when they die.

Guardian Construct

  • Charged Smash:Inflicts heavy physical damage to their main target and anyone within 4yds of them. Creates a zone of magic on the ground that deals arcane damage every 2 seconds to players inside. Melee should make sure to always be behind this mob to avoid getting hit.
  • Charging Station: Restores 5% of max health and increases the damage done by 2% for all allies within 20yds every second for 5 seconds. This is the highest priority interrupt in any pack.
  • Suppress: Channeled cast that is put on a random player. This deals arcane damage every second and prevents the target from attacking or casting spells for 6 seconds.

Duskwatch Arcanist

  • Nightfall Orb: Deals arcane damage to random player, then bounces to any nearby players. This will only bounce 3 times.
  • Seal Magic: Creates a circle around themselves, anyone in this circle when the cast finishes takes heavy arcane damage and gets silenced for 4 seconds.

Arcane Manifestation

  • Drain Magic: Deals arcane damage to all players and increases its damage done by 5% for 20 seconds.

Bound Energy

  • Charged Blast: Shoots out a line of arcane energy dealing heavy arcane damage to anyone in the line and knocks them back.

Patrol Captain Gerdo

  • You need an Alchemist or Rogue to poison the potion on the counter

  • Destroy all Arcane Beacons before engaging boss

  • All players jump during Arcane Lockdown

  • If adds do spawn the Tank needs to pick them up ASAP

  • Don’t stand in bad and it is an easy fight
  • Make sure you have disabled all Arcane Beacons before starting this fight. You can tell if any are active because the boss will have a buff saying how many are active. If you do not disable them then the boss will summon extra mobs into the fight that make it much harder.
  • Before starting the fight make sure to have an Alchemist or Rogue poison the potion sitting on the counter.
  • Resonant Slash: Creates a cone in front of and behind the boss (pictured below). Any players inside when the cast finishes takes heavy arcane damage and gets stunned for 4 seconds.
  • Streetsweeper: Randomly spawns an orb that will create a purple ground effect in a line, then the orb will shoot arcane energy over this line. Inflicts heavy arcane damage to any players in the line.
  • Arcane Lockdown: Applies 3 stacks of Arcane Lockdown to all players for 20 seconds. Each stack inflicts arcane damage every second and reduces movement speed by 30%. Jumping removes one stack. Players should jump ASAP.
  • Signal Beacon: Boss only uses this if there are any active Arcane Beacons. When this cast goes a mob called Vigilant Duskwatch is summoned for each active Arcane Beacon.
    • Vigilant Duskwatch: These mobs must be tanked.
      • Hinder: Cast that will stun random players for 6 seconds.
  • Flask of the Solemn Night: At 25% health remaining the boss will run to the counter and drink the potion sitting there. This is the potion Alchemists and Rogues can poison before the fight starts. If it is poisoned the boss will die when he drinks it. If it is not poisoned the boss will gain a buff increasing haste and damage done by 30%.

Area 2 Mobs

There will be some Guardian Constructs from the previous area here. When you enter the area with the second boss you must kill Felbound Enforcers. Their location will be marked on the minimap with a yellow circle. After killing each one the boss will send an emissary to investigate. You must do this 3 times to get rid of all her emissaries. 

Blazing Imp

  • Firebolt: Deals fire damage to random player. These mobs are in a large pack so they can quickly get many of these off on players. Stunning these packs can help break up their damage output.
  • Drifting Embers: Deals fire damage to random players every 0.5 seconds for 6 seconds. This is more important to interrupt over Firebolt.

Watchful Inquisitor

  • Eye Storm: 8 second channeled cast that surrounds the mob with a storm of eyes and inflicts fire damage to nearby random enemies.
  • Searing Glare: Inflicts fire damage to random player.

Shadow Mistress

  • Bewitch: Debuff placed on random player that reduces movement speed by 75% and haste by 50% for 8 seconds.
  • Shadow Slash: Deals shadow damage to main target and puts a debuff on them that reduces healing received by 25% for 6 seconds.

Legion Hound

  • Felblaze Leap: Leaps to random player and creates a Felblaze Puddle at that location for 8 seconds.
    • Felblaze Puddle: Deals fire damage every 2 seconds to players standing inside it.
  • Ferocity: Enrages itself and increases its haste by 100% for 6 seconds.

Felbound Enforcer

  • Fel Detonation: Deals heavy fire damage to all players and places a dot that deals additional heavy fire damage every 2 seconds for 12 seconds. Players can LoS this ability so the Tank should bring the mob near a wall or one of the pedestals with flower pots on it. 

Imacu’tya 

  • This is the first emissary the boss sends to investigate.
  • Whirling Blades: Creates a white circle around itself and starts casting this. Any players inside when the cast finishes takes heavy physical damage and has a bleed applied. This bleed deals physical damage every second for 6 seconds. 
  • Scream of Pain:Deals shadow damage to all players and interrupt spellcasting. 
  • Bond of Cruelty: Increases the damage done and health of nearby allies by 100%. This effect stacks. This buff is why you must kill the emissaries before engaging the boss.

Baalgar the Watchful

  • This is the second emissary the boss sends out.
  • Disintegration Beam: Channeled cast that targets a random player. This deals shadow damage and puts a debuff on the player that reduces the damage they do by 10% every second for 5 seconds. This effect stacks. Reduces the movement speed of the mob by 75%. Should be interrupted ASAP to prevent the effect from applying to any players.
  • Impending Doom: Places dot on two random players that puts a circle on them and deals shadow damage every second for 6 seconds. Upon removal the dot explodes dealing shadow damage to the player and anyone in their circle. Healers should dispel one to reduce how much damage players are taking.
  • Bond of Cruelty: Increases the damage done and health of nearby allies by 100%. This effect stacks.

Jazshariu

  • This is the last emissary the boss sends.
  • Shockwave:Frontal cone that deals heavy physical damage and stuns players hit for 3 seconds. All players move away ASAP!
  • Crushing Leap: Leaps to random player, putting a large brown swirl at their location. Anyone inside when the mob lands take physical damage and get knocked back.
  • Bond of Cruelty: Increases the damage done and health of nearby allies by 100%. This effect stacks.

Talixae Flamewreath

  • Interrupt Withering Soul

     

  • All Players stack to drop Infernal Eruptions close together

  • DPS should cleave Infernal Imps and interrupt Drifting Embers

  • Burning Intensity pulses group damage every 3 seconds and does more damage as the fight progresses
  • Burning Intensity: Permanent buff the boss puts on herself. Makes her radiate fire damage to all players every 3 seconds and increases her fire damage done by 10%. This effect stacks, so the longer the fight the more damage that goes out.
  • Withering Soul:Puts a debuff on all players that reduces their max health by 5% and movement speed by 10%. This effect stacks. Players must interrupt every cast.
  • Infernal Eruption: Puts a red swirl at each player’s current location (pictured below). Anyone in these swirls when the fire erupts will take heavy fire damage and be knocked up. Anyone who touches the fire takes fire damage and gets knocked up. This can be deadly because it is possible to get knocked between fire effects, so a player can get bounced between them until they die. To help make this effect easier to dodge players should stack together to preserve space and keep the fire contained.
    • Infernal Imp: On Mythic Infernal Imps spawn from Infernal Eruption pools. Only one imp spawns per fire pool. These should be interrupted when they first spawn so they group up and can be cleaved down.
      • Firebolt: Deals fire damage to random players.
      • Drifting Embers: Deals fire damage to random players every 0.5 seconds for 6 seconds. This is the priority interrupt.
  • Fel Covenant: For each emissary alive the boss gains a buff increasing her damage done and health by 100%. As long as you kill all the emissaries before engaging the boss this is not a problem. You can see all the abilities of the emissaries in the section above.

Area 3

Who is the Imposter?

  •  You will have to talk to 5 Chatty Rumormonger NPCs here to get 5 clues on which noble is the demon. 
  • If you accuse the wrong noble you will be teleported out and stunned for 20 seconds
  • Here are the possible clues:
    • Male or Female
    • Long Sleeves, Short Sleeves, or No Sleeves
    • Cloak or No Cloak
    • Gloves or Bare Hands
    • Their belt has one of the following items on it: No items, a book, coinpurse, or potion vials.
  • Demon Hunters can use their Spectral Sight to see who is the imposter once the party has uncovered all 5 clues
  • Once the imposter is found he will ask you to follow him. You can use movement abilities such as Stampeding Roar and Tiger’s Lust to make him move faster. 

Gerenth the Vile

  • This mob gives no % to mob count.
  • Vampiric Claws: Inflicts heavy shadow damage and heals the caster for 300% of the damage done. Tanks need to use mitigation for this to reduce how much he heals.
  • Shadow Bolt Volley: Deals shadow damage to all players.
  • Hypnosis Bat:Spawns a bat that starts casting Hypnosis on a random player. These must be CCd ASAP to interrupt the cast, then the mob can be ignored. If you have no CCs then DPS must kill the bat before the cast finishes. 
    • Hypnosis: Deals shadow damage every second and MCs targeted player, causing them to attack their allies until Hypnosis is broken.

Advisor Melandrus

 

  • Ranged players need to bait Blade Surge to the sides of the room and stand near images

  • Everyone look out for wind lines on the ground and avoid them

  • Healers be ready for heavy group damage during Slicing Maelstorm

  • Look out for tornados that spawn randomly
  • Blade Surge: Puts a large blue swirl at a random player’s location. When the cast finishes he charges towards that location and deals heavy physical damage to players in that area. Also applies a bleed that deals physical damage every 2 seconds for 12 seconds. Blade Surge leaves behind an image of Advisor Melandrus. This ability prioritizes ranged players. Ranged players should position at the North or South side of the room. After it goes off ranged players should stand on top of the image of the boss to try and stack them. This will make it easier to dodge mechanics as the fight goes on, since they will all originate from the same area.
  • Piercing Gale: Creates a cloudy ground effect in a straight line (pictured below). Any players standing in it when the cast ends take deadly physical damage. All images of Melandrus will cast this ability when he does.
  • Slicing Maelstorm: Channeled cast that deals heavy physical damage to all players every second for 4 seconds. Deals more damage to players that are closer to the source. Images of Melandrus also copy this ability. Ranged players should make sure to kept their distance from images to avoid extra damage. Healers may need to use healing CDs here depending on how many images there are, and keep a careful eye on melee players.
  • Enveloping Winds: Randomly spawns tornados around the area. Anyone that steps into them is stunned for 4 seconds. This can easily kill players if they are stunned when a mechanic goes off. This stun can be dispelled. 


Special Items

  • In this dungeon there are several items that only certain classes or professions can interact with to give the party the upper hand throughout the dungeon. Only five of these items can spawn in every dungeon run so you will not always have access to all of these effects. The only item that is in every run is the flask before the first boss, and is excluded from the list of five possible items per run.
  • Engineers, Gnomes, and Goblins can interact with an Arcane Power Conduit. This will cause all Guardian Constructs to deal 25% less damage and occasionally short circuit, becoming stunned for 5 seconds. This can be found in a room next to the second Arcane Beacon. It is at /way 29, 42.
Arcane Power Conduit
  • Alchemists and Rogues can poison the flask before the first boss. You will always want someone that can do this! It is at /way 35, 24
Flask of the Solemn Night
  • Shamans, Skinners, and Scribes can interact with the Waterlogged Scroll granting everyone Flowing Waters. This increases player movements speed by 35% for the rest of the dungeon. It is at /way 54, 39.
Waterlogged Scroll
  • Death Knights and Monk can interact with Starlight Rose Brew to grant the party a buff the restores 3% health and 2% mana every 3 seconds. /way 55, 41
Starlight Rose Brew
  • Mages, Enchanters, Blood Elves, and Night Elves can interact with the Magical Lantern to give the party Arcane Infusion. This increases everyone’s damage done by 10% for the rest of the dungeon. /way 57, 44
Magical Lantern
  • Hunters or Blacksmiths can interact with Discarded Junk which will set a trap. Then one of the demonic emissaries will come over, step in the trap, and deals 10% of their health as damage. Also puts a debuff on the emissary that increases all damage they take by 25% for 30 seconds. /way 63, 49
Discarded Junk
  • Cooks and Pandaren can interact with Nightshade Refreshments to grant players Succulent Cuisine. This increases everyone’s max health by 25% for the rest of the dungeon. /way 57, 51
Nightshade Refreshments
  • Druids and Herbalists can interact with a special flower granting the party Umbral Spores. Increases everyone’s haste by 10% for the rest of the dungeon. /way 50, 59
Umbral Flower
  • Demon Hunters, Priests, and Paladins can destroy the Infernal Tome to grant the party Comforting Light. This reduces everyone’s damage taken by 10% for the rest of the dungeon. /way 53, 65
Infernal Tome
  • Rogues, Warriors, and Leatherworkers can interact with Bazar Goods which are in the area with the second boss. Activating these distracts one of the demonic emissaries. It is at /way 46, 61.
Bazar Goods
  • Miners or Jewlcrafters can destroy the Lifesized Nightborne Statue to distract one of the demonic emissaries. /way 51, 61
Lifesized Nightborne Statue
  • All Healers and Tailors can heal the Wounded Nightborne Civilian to distract one of the demonic emissaries. /way 48, 63
Wounded Nightborne Civilian
  • Demon Hunters, Warlocks, Priests, and Paladins can destroy a Fel Orb to give the party Fel Surge. This increases everyone’s crit chance by 10% for the rest of the dungeon. /way 45, 50. 
Fel Orb

Area 1

IMPORTANT NOTE: Once you enter the main area there will be Arcane Beacons that must be dismantled, one is pictured below. Once it is dismantled it cannot be used to alarm other mobs. You need to dismantle these because each Arcane Beacon gives the first boss a buff. Each buff allows the boss to summon additional mobs into the fight.

Duskwatch Sentry

  • Non elite mob that will run to Arcane Beacon when it enters combat with players. This mob must be stopped from reaching the beacon. If it reaches it, they will sound the alarm and pull all mobs in the area.
  • Sound Alarm: Sounds the alarm calling forth all nearby allies and fortifies a nearby watchpost.
  • Throw Torch: They use this ability after setting off the alarm. Deals fire damage to player and puts a dot on them that deals fire damage every second for 6 seconds.

Duskwatch Guard

  • Quelling Strike: Frontal cone deals heavy arcane damage and stuns players for 2 seconds. Tank should face this mob away from players and then move out of the way when the effect appears.
  • Fortification: Buff they put on themselves that decreases magic damage taken by 25% and increases haste by 25% for 12 seconds. This is a good ability for Mage’s to Spellsteal.

Mana Saber

  • Mana Fang: Mana Sabers will pounce at random players with no warning. Inflicts arcane damage to their target and anyone within 5yds, and applies a dot that deals arcane damage every 2 seconds for 12 seconds. Players should stay spread to avoid spreading this dot to everyone. The dot does not stack but it can apply to players multiple times.

Mana Wyrm

  • Wild Detonation: Explodes upon death dealing arcane damage to players within 5yds. Players need to move away from these mobs when they die.

Guardian Construct

  • Charged Smash:Inflicts heavy physical damage to their main target and anyone within 4yds of them. Creates a zone of magic on the ground that deals arcane damage every 2 seconds to players inside. Melee should make sure to always be behind this mob to avoid getting hit.
  • Charging Station: Restores 5% of max health and increases the damage done by 2% for all allies within 20yds every second for 5 seconds. This is the highest priority interrupt in any pack.
  • Suppress: Channeled cast that is put on a random player. This deals arcane damage every second and prevents the target from attacking or casting spells for 6 seconds.

Duskwatch Arcanist

  • Nightfall Orb: Deals arcane damage to random player, then bounces to any nearby players. This will only bounce 3 times.
  • Seal Magic: Creates a circle around themselves, anyone in this circle when the cast finishes takes heavy arcane damage and gets silenced for 4 seconds.

Arcane Manifestation

  • Drain Magic: Deals arcane damage to all players and increases its damage done by 5% for 20 seconds.

Bound Energy

  • Charged Blast: Shoots out a line of arcane energy dealing heavy arcane damage to anyone in the line and knocks them back.

Patrol Captain Gerdo

  • You need an Alchemist or Rogue to poison the potion on the counter

  • Destroy all Arcane Beacons before engaging boss

  • All players jump during Arcane Lockdown

  • If adds do spawn the Tank needs to pick them up ASAP

  • Don’t stand in bad and it is an easy fight
  • Make sure you have disabled all Arcane Beacons before starting this fight. You can tell if any are active because the boss will have a buff saying how many are active. If you do not disable them then the boss will summon extra mobs into the fight that make it much harder.
  • Before starting the fight make sure to have an Alchemist or Rogue poison the potion sitting on the counter.
  • Resonant Slash: Creates a cone in front of and behind the boss (pictured below). Any players inside when the cast finishes takes heavy arcane damage and gets stunned for 4 seconds.
  • Streetsweeper: Randomly spawns an orb that will create a purple ground effect in a line, then the orb will shoot arcane energy over this line. Inflicts heavy arcane damage to any players in the line.
  • Arcane Lockdown: Applies 3 stacks of Arcane Lockdown to all players for 20 seconds. Each stack inflicts arcane damage every second and reduces movement speed by 30%. Jumping removes one stack. Players should jump ASAP.
  • Signal Beacon: Boss only uses this if there are any active Arcane Beacons. When this cast goes a mob called Vigilant Duskwatch is summoned for each active Arcane Beacon.
    • Vigilant Duskwatch: These mobs must be tanked.
      • Hinder: Cast that will stun random players for 6 seconds.
  • Flask of the Solemn Night: At 25% health remaining the boss will run to the counter and drink the potion sitting there. This is the potion Alchemists and Rogues can poison before the fight starts. If it is poisoned the boss will die when he drinks it. If it is not poisoned the boss will gain a buff increasing haste and damage done by 30%.

Area 2 Mobs

There will be some Guardian Constructs from the previous area here. When you enter the area with the second boss you must kill Felbound Enforcers. Their location will be marked on the minimap with a yellow circle. After killing each one the boss will send an emissary to investigate. You must do this 3 times to get rid of all her emissaries. 

Blazing Imp

  • Firebolt: Deals fire damage to random player. These mobs are in a large pack so they can quickly get many of these off on players. Stunning these packs can help break up their damage output.
  • Drifting Embers: Deals fire damage to random players every 0.5 seconds for 6 seconds. This is more important to interrupt over Firebolt.

Watchful Inquisitor

  • Eye Storm: 8 second channeled cast that surrounds the mob with a storm of eyes and inflicts fire damage to nearby random enemies.
  • Searing Glare: Inflicts fire damage to random player.

Shadow Mistress

  • Bewitch: Debuff placed on random player that reduces movement speed by 75% and haste by 50% for 8 seconds.
  • Shadow Slash: Deals shadow damage to main target and puts a debuff on them that reduces healing received by 25% for 6 seconds.

Legion Hound

  • Felblaze Leap: Leaps to random player and creates a Felblaze Puddle at that location for 8 seconds.
    • Felblaze Puddle: Deals fire damage every 2 seconds to players standing inside it.
  • Ferocity: Enrages itself and increases its haste by 100% for 6 seconds.

Felbound Enforcer

  • Fel Detonation: Deals heavy fire damage to all players and places a dot that deals additional heavy fire damage every 2 seconds for 12 seconds. Players can LoS this ability so the Tank should bring the mob near a wall or one of the pedestals with flower pots on it. 

Imacu’tya 

  • This is the first emissary the boss sends to investigate.
  • Whirling Blades: Creates a white circle around itself and starts casting this. Any players inside when the cast finishes takes heavy physical damage and has a bleed applied. This bleed deals physical damage every second for 6 seconds. 
  • Scream of Pain:Deals shadow damage to all players and interrupt spellcasting. 
  • Bond of Cruelty: Increases the damage done and health of nearby allies by 100%. This effect stacks. This buff is why you must kill the emissaries before engaging the boss.

Baalgar the Watchful

  • This is the second emissary the boss sends out.
  • Disintegration Beam: Channeled cast that targets a random player. This deals shadow damage and puts a debuff on the player that reduces the damage they do by 10% every second for 5 seconds. This effect stacks. Reduces the movement speed of the mob by 75%. Should be interrupted ASAP to prevent the effect from applying to any players.
  • Impending Doom: Places dot on two random players that puts a circle on them and deals shadow damage every second for 6 seconds. Upon removal the dot explodes dealing shadow damage to the player and anyone in their circle. Healers should dispel one to reduce how much damage players are taking.
  • Bond of Cruelty: Increases the damage done and health of nearby allies by 100%. This effect stacks.

Jazshariu

  • This is the last emissary the boss sends.
  • Shockwave:Frontal cone that deals heavy physical damage and stuns players hit for 3 seconds. All players move away ASAP!
  • Crushing Leap: Leaps to random player, putting a large brown swirl at their location. Anyone inside when the mob lands take physical damage and get knocked back.
  • Bond of Cruelty: Increases the damage done and health of nearby allies by 100%. This effect stacks.

Talixae Flamewreath

  • Interrupt Withering Soul

     

  • All Players stack to drop Infernal Eruptions close together

  • DPS should cleave Infernal Imps and interrupt Drifting Embers

  • Burning Intensity pulses group damage every 3 seconds and does more damage as the fight progresses
  • Burning Intensity: Permanent buff the boss puts on herself. Makes her radiate fire damage to all players every 3 seconds and increases her fire damage done by 10%. This effect stacks, so the longer the fight the more damage that goes out.
  • Withering Soul:Puts a debuff on all players that reduces their max health by 5% and movement speed by 10%. This effect stacks. Players must interrupt every cast.
  • Infernal Eruption: Puts a red swirl at each player’s current location (pictured below). Anyone in these swirls when the fire erupts will take heavy fire damage and be knocked up. Anyone who touches the fire takes fire damage and gets knocked up. This can be deadly because it is possible to get knocked between fire effects, so a player can get bounced between them until they die. To help make this effect easier to dodge players should stack together to preserve space and keep the fire contained.
    • Infernal Imp: On Mythic Infernal Imps spawn from Infernal Eruption pools. Only one imp spawns per fire pool. These should be interrupted when they first spawn so they group up and can be cleaved down.
      • Firebolt: Deals fire damage to random players.
      • Drifting Embers: Deals fire damage to random players every 0.5 seconds for 6 seconds. This is the priority interrupt.
  • Fel Covenant: For each emissary alive the boss gains a buff increasing her damage done and health by 100%. As long as you kill all the emissaries before engaging the boss this is not a problem. You can see all the abilities of the emissaries in the section above.

Area 3

Who is the Imposter?

  •  You will have to talk to 5 Chatty Rumormonger NPCs here to get 5 clues on which noble is the demon. 
  • If you accuse the wrong noble you will be teleported out and stunned for 20 seconds
  • Here are the possible clues:
    • Male or Female
    • Long Sleeves, Short Sleeves, or No Sleeves
    • Cloak or No Cloak
    • Gloves or Bare Hands
    • Their belt has one of the following items on it: No items, a book, coinpurse, or potion vials.
  • Demon Hunters can use their Spectral Sight to see who is the imposter once the party has uncovered all 5 clues
  • Once the imposter is found he will ask you to follow him. You can use movement abilities such as Stampeding Roar and Tiger’s Lust to make him move faster. 

Gerenth the Vile

  • This mob gives no % to mob count.
  • Vampiric Claws: Inflicts heavy shadow damage and heals the caster for 300% of the damage done. Tanks need to use mitigation for this to reduce how much he heals.
  • Shadow Bolt Volley: Deals shadow damage to all players.
  • Hypnosis Bat:Spawns a bat that starts casting Hypnosis on a random player. These must be CCd ASAP to interrupt the cast, then the mob can be ignored. If you have no CCs then DPS must kill the bat before the cast finishes. 
    • Hypnosis: Deals shadow damage every second and MCs targeted player, causing them to attack their allies until Hypnosis is broken.

Advisor Melandrus

 

  • Ranged players need to bait Blade Surge to the sides of the room and stand near images
  • Everyone look out for wind lines on the ground and avoid them
  • Healers be ready for heavy group damage during Slicing Maelstorm
  • Look out for tornados that spawn randomly
  • Blade Surge: Puts a large blue swirl at a random player’s location. When the cast finishes he charges towards that location and deals heavy physical damage to players in that area. Also applies a bleed that deals physical damage every 2 seconds for 12 seconds. Blade Surge leaves behind an image of Advisor Melandrus. This ability prioritizes ranged players. Ranged players should position at the North or South side of the room. After it goes off ranged players should stand on top of the image of the boss to try and stack them. This will make it easier to dodge mechanics as the fight goes on, since they will all originate from the same area.
  • Piercing Gale: Creates a cloudy ground effect in a straight line (pictured below). Any players standing in it when the cast ends take deadly physical damage. All images of Melandrus will cast this ability when he does.
  • Slicing Maelstorm: Channeled cast that deals heavy physical damage to all players every second for 4 seconds. Deals more damage to players that are closer to the source. Images of Melandrus also copy this ability. Ranged players should make sure to kept their distance from images to avoid extra damage. Healers may need to use healing CDs here depending on how many images there are, and keep a careful eye on melee players.
  • Enveloping Winds: Randomly spawns tornados around the area. Anyone that steps into them is stunned for 4 seconds. This can easily kill players if they are stunned when a mechanic goes off. This stun can be dispelled.