09-24-2015, 11:59 AM
Xhul’horac is a four-phase encounter:
Phase One lasts until the death of an add
Phase Two lasts until the death of another add
Phase Three lasts until 20% health
Phase Four lasts until the boss dies
Phase One
This phase lasts until the death of Van guard Akkelion, an add that spawns during the phase.
Xhul’horac’s Abilities in Phase One
Fel Strike: anti-tank ability, massive fire damage.
Fel Surge: Targets 3+ raid members, applies a 5-second DoT. When it expires, leaves a patch of green flames (Chaotic Felblaze) which lasts to the end of the fight and gradually spawns more fires around it. Players standing in it get a 15-sec fire DoT called Ablaze.
Adds
Shortly after the fight begins, Xhul’horac begins spawning a number of adds:
* Vanguard Akkelion: lots of health, can be tanked. When Akkelion takes damage, Xhul’horac takes the same damage.
— Felblaze Flurry: anti-tank ability. damage + 7-sec stacking debuff. Requires a tank swap.
— Chains of Fel: Tethers a random number of raid members together (the more tethered, the more damage). Chains broke by moving AWAY from each other.
* Wild Pyromaniacs: spawn in waves of 3-4 every 45 seconds. Appear near the boss. Can’t be tanked and do no melee damage. They just spam Fel Orb:
— Fel Orb: Interruptible ability that these guys cast constantly. Fires an orb in a random direction. When the orb reaches a wall it leaves behind a patch of fire (Chaotic Felblaze) Players can INTERCEPT the orbs, thus preventing the fire patch from spawning, but they receive the Ablaze fire debuff.
Strategy
* Kill Akkelion as quickly as possible. Don’t worry about DPSing Xhul’horac.
* The boss and Akkelion must be tanked through Phase One. We'll tank them on the left side of the central circle. A tank switch must be performed to deal with Felblaze Flurry — switch both the boss and Akkelion. Tanks should rotate cooldowns for Xhul’horac's Fel Strike.
* Ranged stand between the boss and the edge of the room.
* When targeted by Fel Surge, drop the fire patches at the edge of the LEFT side of the room.
* Players tethered together must spread out as quickly as possible to break the chains.
* Interrupt the Wild Pyromaniac’s Fel Orb casts as mush as possible, then kill these adds as quickly as possible. For the Orbs that go through, ranged raid members who don’t have the Ablaze debut should intercept them to precent the fire patches from spawning.
Phase Two
This phase lasts from the death of Akkelion until the death of Omnus. This phase is VERY similar to Phase One
Xhul’horac’s Abilities in Phase Two
* Void Strike: anti-tank ability
* Void Surge: targets 3+ raid members, applies a 5-sec DoT. When it expires, leaves a patch of Creeping Void, which lasts until the end of the fight and spreads. Players standing in it acquire a 15-sec DoT called Wasting Void.
—> If a patch of Creeping Void TOUCHES a patch of Chaotic Felblaze from Phase One, an add called a Shadowfel Annihilation spawns. This erases the two patches, and all the patches within 20 yards. It ALSO does massive damage to players within 20 yards.
—> If a raid member debuffed with Wasting Void touches a patch of Chaotic Felblaze will ALSO trigger a Shadowfell Annihilation. Note: we can use this to our advantage by having a player with Wasting Void clear out fire patches.
Adds
* Omnus: Lots of health, can be tanked, and when Omnus takes damage so does the boss.
— Withering Gaze: anti-tank ability + 7 second stacking debuff. Requires a tank swap.
— Black Hole: opens a portal near the middle of the room. It does moderate damage to the entire raid and slowly drags all raid members towards it. If any raid member enters the Black Hole, they unleash a Singularity. Players can avoid being pulled in by running away from it.
—> A singularity deals a lethal amount of shadow damage evenly divided between all players standing within 11 yards of the middle of the Black Hole, and destroys the Black Hole.
* Wild Pyromaniacs continue to spawn like they do in Phase One. Players who intercept the Fel Orbs still get Ablaze. If they also get a Wasting Void debuff (from the Creeping Void zone) this will trigger a Shadowfel Annihilation.
* Unstable Voidfiends: waves of 3-4 spawn every 45 seconds or so. Can’t be tanked, no melee damage. Instead, they spam the Volatile Voidstep ability.
— Volatile Voidstep: 3.5 sec cast that teleports the add to the nearest raid member’s location, inflicting heavy shadow damage if that player doesn’t move in time, AND spawns a patch of Creeping Void at that location. When the cast begins, a ground effect appears under the targeted player’s feet, which gives them time to move away.
Strategy
Very similar to Phase One:
* Ignore the boss, kill Omnus as quickly as possible.
* Tank swap to deal with Withering Gaze.
* Rotate defensive cooldowns for Void Strike.
* Tank the boss and Omnus at the right side of the central circle.
* Ranged stay in close formation around the boss.
* Players targeted by Void Surge drop their fire at the right edge of the room. We don’t want the two kinds of fire to meet.
* Two assigned members should walk into the Black Hole to trigger the Singularity, split its damage, and get rid of the Black Hole.
* Interrupt the Wild Pyromaniacs’ Fel Orb casts. Orbs that get through: intercept those heading toward the raid. Let the ones headed toward green fire go.
* Have an assigned raid member stand close to the Unstable Voidfiends to bait the Volatile Voidstep, move out of the ground effect, and kite the adds. Ranged should kill the Voidfiends as a second-highest priority, after killing the Pyromaniacs.
Phase Three
This lasts until the boss reaches 20% health. During this phase, we’ll fight the boss plus the Wild Pyromaniacs and the Unstable Voidfiends.
Abilities
Xhul’horac uses both Fel Surge / Void Surge and Fel Strike / Void Strike, alternating between them every cast. These abilities are the same as their Phase One and Two Versions, with one difference: IF a tank who is struck by Fel Strike, takes damage from Void Strike afterwards, and vice versa, then a Shadowfel Annihilation is triggered. Therefore, Fel Strike and Void Strike are tank swap mechanics.
Strategy
* Move the boss to the middle of the room. Here, raid members have more room.
* Perform a tank swap so that only one tank is hit by Fel Strikes, while the other is hit only by Void Strikes. This means taunting off one another whenever a strike of any kind lands.
* DPS priority: Get the adds down, then get the boss to 20% as quickly as possible.
* Place fire patches on those of the same type: Place green ones on green, and purple ones on purple.
Phase Four
The boss retains his abilities from phase Three, and gains an additional ability, Overwhelming Chaos. He uses this every 10 seconds. Heavy raid-wide damage and increases his damage done by 20% each time it is cast. This damage eventually becomes unhealable. There are no more adds, but any adds that are still alive at 20% remain in the fight until killed.
Strategy
* Intense DPS race.
* Push the boss over 20% when few or no adds are alive to make this phase easier. If any adds are still alive, kill the Wild Pyromaniacs first, then cleave down the Unstable Voidfiends. Kill the boss as quickly as possible, use cooldowns etc.
* Tanks must do the same things they did in phase three (one tank takes the Fel Strikes, while the other takes the Void Strikes).
* Stack up behind the boss to maximize healing.
Bloodlust & rings
We’ll use Bloodlust during Phase Four.
Use legendary DPS rings on the Pyromaniacs and Voidfiends, but save one for Phase Four. Use healer legendary rings as you like until Phase Four, then save it until damage becomes too high to keep up with in Phase Four. Tanks use their rungs when alternating between taking the boss and the large adds during phase one and two. In Phase Three and Four there are no more large adds, so the ring can be used as a DPS cooldown.
Phase One lasts until the death of an add
Phase Two lasts until the death of another add
Phase Three lasts until 20% health
Phase Four lasts until the boss dies
Phase One
This phase lasts until the death of Van guard Akkelion, an add that spawns during the phase.
Xhul’horac’s Abilities in Phase One
Fel Strike: anti-tank ability, massive fire damage.
Fel Surge: Targets 3+ raid members, applies a 5-second DoT. When it expires, leaves a patch of green flames (Chaotic Felblaze) which lasts to the end of the fight and gradually spawns more fires around it. Players standing in it get a 15-sec fire DoT called Ablaze.
Adds
Shortly after the fight begins, Xhul’horac begins spawning a number of adds:
* Vanguard Akkelion: lots of health, can be tanked. When Akkelion takes damage, Xhul’horac takes the same damage.
— Felblaze Flurry: anti-tank ability. damage + 7-sec stacking debuff. Requires a tank swap.
— Chains of Fel: Tethers a random number of raid members together (the more tethered, the more damage). Chains broke by moving AWAY from each other.
* Wild Pyromaniacs: spawn in waves of 3-4 every 45 seconds. Appear near the boss. Can’t be tanked and do no melee damage. They just spam Fel Orb:
— Fel Orb: Interruptible ability that these guys cast constantly. Fires an orb in a random direction. When the orb reaches a wall it leaves behind a patch of fire (Chaotic Felblaze) Players can INTERCEPT the orbs, thus preventing the fire patch from spawning, but they receive the Ablaze fire debuff.
Strategy
* Kill Akkelion as quickly as possible. Don’t worry about DPSing Xhul’horac.
* The boss and Akkelion must be tanked through Phase One. We'll tank them on the left side of the central circle. A tank switch must be performed to deal with Felblaze Flurry — switch both the boss and Akkelion. Tanks should rotate cooldowns for Xhul’horac's Fel Strike.
* Ranged stand between the boss and the edge of the room.
* When targeted by Fel Surge, drop the fire patches at the edge of the LEFT side of the room.
* Players tethered together must spread out as quickly as possible to break the chains.
* Interrupt the Wild Pyromaniac’s Fel Orb casts as mush as possible, then kill these adds as quickly as possible. For the Orbs that go through, ranged raid members who don’t have the Ablaze debut should intercept them to precent the fire patches from spawning.
Phase Two
This phase lasts from the death of Akkelion until the death of Omnus. This phase is VERY similar to Phase One
Xhul’horac’s Abilities in Phase Two
* Void Strike: anti-tank ability
* Void Surge: targets 3+ raid members, applies a 5-sec DoT. When it expires, leaves a patch of Creeping Void, which lasts until the end of the fight and spreads. Players standing in it acquire a 15-sec DoT called Wasting Void.
—> If a patch of Creeping Void TOUCHES a patch of Chaotic Felblaze from Phase One, an add called a Shadowfel Annihilation spawns. This erases the two patches, and all the patches within 20 yards. It ALSO does massive damage to players within 20 yards.
—> If a raid member debuffed with Wasting Void touches a patch of Chaotic Felblaze will ALSO trigger a Shadowfell Annihilation. Note: we can use this to our advantage by having a player with Wasting Void clear out fire patches.
Adds
* Omnus: Lots of health, can be tanked, and when Omnus takes damage so does the boss.
— Withering Gaze: anti-tank ability + 7 second stacking debuff. Requires a tank swap.
— Black Hole: opens a portal near the middle of the room. It does moderate damage to the entire raid and slowly drags all raid members towards it. If any raid member enters the Black Hole, they unleash a Singularity. Players can avoid being pulled in by running away from it.
—> A singularity deals a lethal amount of shadow damage evenly divided between all players standing within 11 yards of the middle of the Black Hole, and destroys the Black Hole.
* Wild Pyromaniacs continue to spawn like they do in Phase One. Players who intercept the Fel Orbs still get Ablaze. If they also get a Wasting Void debuff (from the Creeping Void zone) this will trigger a Shadowfel Annihilation.
* Unstable Voidfiends: waves of 3-4 spawn every 45 seconds or so. Can’t be tanked, no melee damage. Instead, they spam the Volatile Voidstep ability.
— Volatile Voidstep: 3.5 sec cast that teleports the add to the nearest raid member’s location, inflicting heavy shadow damage if that player doesn’t move in time, AND spawns a patch of Creeping Void at that location. When the cast begins, a ground effect appears under the targeted player’s feet, which gives them time to move away.
Strategy
Very similar to Phase One:
* Ignore the boss, kill Omnus as quickly as possible.
* Tank swap to deal with Withering Gaze.
* Rotate defensive cooldowns for Void Strike.
* Tank the boss and Omnus at the right side of the central circle.
* Ranged stay in close formation around the boss.
* Players targeted by Void Surge drop their fire at the right edge of the room. We don’t want the two kinds of fire to meet.
* Two assigned members should walk into the Black Hole to trigger the Singularity, split its damage, and get rid of the Black Hole.
* Interrupt the Wild Pyromaniacs’ Fel Orb casts. Orbs that get through: intercept those heading toward the raid. Let the ones headed toward green fire go.
* Have an assigned raid member stand close to the Unstable Voidfiends to bait the Volatile Voidstep, move out of the ground effect, and kite the adds. Ranged should kill the Voidfiends as a second-highest priority, after killing the Pyromaniacs.
Phase Three
This lasts until the boss reaches 20% health. During this phase, we’ll fight the boss plus the Wild Pyromaniacs and the Unstable Voidfiends.
Abilities
Xhul’horac uses both Fel Surge / Void Surge and Fel Strike / Void Strike, alternating between them every cast. These abilities are the same as their Phase One and Two Versions, with one difference: IF a tank who is struck by Fel Strike, takes damage from Void Strike afterwards, and vice versa, then a Shadowfel Annihilation is triggered. Therefore, Fel Strike and Void Strike are tank swap mechanics.
Strategy
* Move the boss to the middle of the room. Here, raid members have more room.
* Perform a tank swap so that only one tank is hit by Fel Strikes, while the other is hit only by Void Strikes. This means taunting off one another whenever a strike of any kind lands.
* DPS priority: Get the adds down, then get the boss to 20% as quickly as possible.
* Place fire patches on those of the same type: Place green ones on green, and purple ones on purple.
Phase Four
The boss retains his abilities from phase Three, and gains an additional ability, Overwhelming Chaos. He uses this every 10 seconds. Heavy raid-wide damage and increases his damage done by 20% each time it is cast. This damage eventually becomes unhealable. There are no more adds, but any adds that are still alive at 20% remain in the fight until killed.
Strategy
* Intense DPS race.
* Push the boss over 20% when few or no adds are alive to make this phase easier. If any adds are still alive, kill the Wild Pyromaniacs first, then cleave down the Unstable Voidfiends. Kill the boss as quickly as possible, use cooldowns etc.
* Tanks must do the same things they did in phase three (one tank takes the Fel Strikes, while the other takes the Void Strikes).
* Stack up behind the boss to maximize healing.
Bloodlust & rings
We’ll use Bloodlust during Phase Four.
Use legendary DPS rings on the Pyromaniacs and Voidfiends, but save one for Phase Four. Use healer legendary rings as you like until Phase Four, then save it until damage becomes too high to keep up with in Phase Four. Tanks use their rungs when alternating between taking the boss and the large adds during phase one and two. In Phase Three and Four there are no more large adds, so the ring can be used as a DPS cooldown.