08-02-2017, 12:25 PM
Kil'jaden is a five-phase encounter, with three main phases and two intermissions. He's got a lot of mechanics, and they interact with each other in different ways.
Phase One: From 100% to 80% health
Tanks, position the boss so that it is slightly outside the center circle (in which direction does not matter) and facing away from the raid.
Felclaws: anti-tank stacking DoT. Tanks swap at 5 stacks. (On Heroic, Felclaws will also do a cone of damage).
Rupturing Singularity: This drops a small sphere of dark energy in the center of the room, marked by a purple circle. Anyone caught INSIDE the point of impact when the sphere lands will be instantly killed. The players OUTSIDE the point of impact will be knocked back and take moderate damage.
--> When he casts Rupturing Sincularity, stand around the sphere but not inside the purple circle.
Armageddon: Meteors rain down on the platform. The impact points are marked by several SMALL and one LARGE red circle. The meteors take 7 seconds to reach the platform. The small meteors do moderate damage, while large meteors do massive damage, and both also apply a stacking 30-second DoT. If a meteor is NOT soaked, the raid will take heavy raid-wide damage and a raid-wide DoT.
--> We will divide the platform into quadrants and will assign a quarter of the raid to each quadrant. Each group should have some immunities and ability to remove the Fire debuffs. After Armageddon we have 7 seconds to get to the circles to soak them. The current inactive tank should soak the big red circle, while the current active tank should take one of the smaller circles (ideally a circle behind the tank). We only want ONE person per circle as the damage is not split between soakers.
Note 1: Armageddon occurs MORE FREQUENTLY than every 30 seconds, so if you soak two in a row you'll get two stacks of the debuff which is a LOT of damage. Rotate soakers or use immunities (like cloak of shadows) to clear the DoT.
Note 2: It is also possible for a player to soak the big red circle with a physical immunity, like Ice Block.
Erupting Reflection: Kil'jaeden makes copies of several targeted players. These will begin to cast Erupting Dreadflame, which does moderate raid-wide damage (on heroic, they will also apply a stacking self-buff to nearby reflections with each cast).
--> Eliminate these asap. We can stack them and cleave them down (on Heroic we'll need the affected players to stand apart as they reflections buff each other).
PHASE TWO: Intermission. Occurs at 80% health.
At 80% health Kil'jaden will fly up and shield himself with Nether Gale. This phase lasts 60 seconds.
He'll continue to cast Armageddon (the red circles we need to soak) and Rupturing Singularity (dark sphere with knockback), but the spheres will spawn at the corners of the room instead of the center.
He'll also cast Bursting Dreadflame debuff, which looks like a giant red circle centered on several players. Move this to the EDGE of the platform if you have it, and run out of the red circles if you don't. This may co-occur with Armageddon. Icy veins suggests running the Dreadflames to the front, back, or sides of the platform (N, S, E, W) as the singularities will be in the corners (NW, NE, SW, SE), and the Armageddon circles are most likely to occur in the middle of each quadrant.
Focused Dreadflame: targets a player and inflicts massive fire damage in a line between the boss and the target. The damage is dicvided between all players hit.
--> We need to stand in a line on the person with Focused Dreadflame. Players with immunities can also negate this attack.
PHASE THREE: Reflected Souls. From 80% to 40% health.
This is a combination of the previous two phases.
He'll keep doing Bursting Dreadflame (exploding giant red circle), Focused Dreadflame (line attack that needs to be shared), Erupting Reflections (adds that need to be DPSed down), Felclaws (anti-tank attack), Armageddon (red swirls we need to soak) and Rupturing Singularity (orb spawns at center, need to gather around it but not too close).
PHASE FOUR: at 40% health.
This phase is unique. It lasts until we kill all the adds.
The boss will exit the fight and will shroud the entire raid in the shadow of Deceiver's Veil. This ability restricts the raid's vision and ability to target any allies or enemies to 8 yards. It also causes healing to be reduced by 100% and causes all spells and attacks to miss beyond 8 yards.
The entire raid will also be affected by Choking Shadow, which absorbs more and more healing (by players within 8 yards) the longer you remain in Deceiver's Veil.
Lord Illidan will fly to the platform periodically during Deceiver's Veil. Any players who move within 8 yards of him are granted Illidan's Sightless Gaze which allows us to see and hit all enemies and heal allies within a 40 yard radius.
Adds called Shadowsouls will spawn throughout the platform at the start of this phase. We will continually take damage from their casts (Destabilized Shadowsoul.)
Rupturing Singularity continues, and it's back to the corners of the room.
--> The raid will group up in the center of the platform so everyone can receive healing. Healers should conserve mana, as healing is continually reduced. Alacrity is very important in this phase. When Illidan flies to the platform, we must find him in the fog to receive his buff, which grants us vision in a 40 yard radius, the ability to heal allies and damage foes, but at a cost. The raid will take fire damage for 20 seconds.
Once we get the buff, we need to eliminate the Shadowsoul adds as quickly as possible. Once they are dead we enter the last phase.
Phase Five: 40% to the end.
He continues to use Felclaws (the anti-tank attack), Bursting Dreadflame (big red circles we need to take to the edge) and Focused Dreadflame (the line attack that shares damage).
The key new mechanic of this phase is Tear Rift. This spawns a demonic rift which draws in all nearby players, missiles, and flame pools. Nearby players are also afflicted with Gravity Squeeze, a debuff that does heavy damage that increases every tick.
Kil'jaeden also starts using his ultimate attack, Darkness of a Thousand Souls, which inflicts massive shadow damage right away and heavy shadow damage every 2 seconds for the remainder of the encounter. If players are standing in a Tear Rift, however, the missiles targeting them will instead be harmlessly sucked into the rift.
--> When Darkness of a Thousand Souls is cast, all players must gather INSIDE the rift to avoid the damage. Anyone NOT inside the rift will die as they'll take heavy ticking damage for the rest of the encounter.
However, anyone inside the rift will also take heavy damage from Gravity Squeeze, which increases over time. So we'll need to time our Rift entry very carefully, entering the rift at the last moment and getting out right after the Darkness of a Thousand Souls cast concludes. We will likely need to use raid cooldowns.
He will also create Demonic Obelisks which spawn around the platform and detonate in a cross of fel energy connecting them. Anyone hit takes a lot of damage and is knocked back.
Flaming Orbs target players and spawn a flame sphere. These spheres chase the targeted players until they impact, which deals a Flaming Detonation AoE and leaves a fiery void zone. The size of the pool is reduced based on the length of time the sphere chased the player. Anyone inside the pool takes damage. The pools will be sucked into any nearby Tear Rifts that spawn.
--> Targeted players should take their orbs to the corners of the room before letting them impact, as the orbs explode and drop a void zone upon impact.
We'll use Bloodlust in the final phase.
Phase One: From 100% to 80% health
Tanks, position the boss so that it is slightly outside the center circle (in which direction does not matter) and facing away from the raid.
Felclaws: anti-tank stacking DoT. Tanks swap at 5 stacks. (On Heroic, Felclaws will also do a cone of damage).
Rupturing Singularity: This drops a small sphere of dark energy in the center of the room, marked by a purple circle. Anyone caught INSIDE the point of impact when the sphere lands will be instantly killed. The players OUTSIDE the point of impact will be knocked back and take moderate damage.
--> When he casts Rupturing Sincularity, stand around the sphere but not inside the purple circle.
Armageddon: Meteors rain down on the platform. The impact points are marked by several SMALL and one LARGE red circle. The meteors take 7 seconds to reach the platform. The small meteors do moderate damage, while large meteors do massive damage, and both also apply a stacking 30-second DoT. If a meteor is NOT soaked, the raid will take heavy raid-wide damage and a raid-wide DoT.
--> We will divide the platform into quadrants and will assign a quarter of the raid to each quadrant. Each group should have some immunities and ability to remove the Fire debuffs. After Armageddon we have 7 seconds to get to the circles to soak them. The current inactive tank should soak the big red circle, while the current active tank should take one of the smaller circles (ideally a circle behind the tank). We only want ONE person per circle as the damage is not split between soakers.
Note 1: Armageddon occurs MORE FREQUENTLY than every 30 seconds, so if you soak two in a row you'll get two stacks of the debuff which is a LOT of damage. Rotate soakers or use immunities (like cloak of shadows) to clear the DoT.
Note 2: It is also possible for a player to soak the big red circle with a physical immunity, like Ice Block.
Erupting Reflection: Kil'jaeden makes copies of several targeted players. These will begin to cast Erupting Dreadflame, which does moderate raid-wide damage (on heroic, they will also apply a stacking self-buff to nearby reflections with each cast).
--> Eliminate these asap. We can stack them and cleave them down (on Heroic we'll need the affected players to stand apart as they reflections buff each other).
PHASE TWO: Intermission. Occurs at 80% health.
At 80% health Kil'jaden will fly up and shield himself with Nether Gale. This phase lasts 60 seconds.
He'll continue to cast Armageddon (the red circles we need to soak) and Rupturing Singularity (dark sphere with knockback), but the spheres will spawn at the corners of the room instead of the center.
He'll also cast Bursting Dreadflame debuff, which looks like a giant red circle centered on several players. Move this to the EDGE of the platform if you have it, and run out of the red circles if you don't. This may co-occur with Armageddon. Icy veins suggests running the Dreadflames to the front, back, or sides of the platform (N, S, E, W) as the singularities will be in the corners (NW, NE, SW, SE), and the Armageddon circles are most likely to occur in the middle of each quadrant.
Focused Dreadflame: targets a player and inflicts massive fire damage in a line between the boss and the target. The damage is dicvided between all players hit.
--> We need to stand in a line on the person with Focused Dreadflame. Players with immunities can also negate this attack.
PHASE THREE: Reflected Souls. From 80% to 40% health.
This is a combination of the previous two phases.
He'll keep doing Bursting Dreadflame (exploding giant red circle), Focused Dreadflame (line attack that needs to be shared), Erupting Reflections (adds that need to be DPSed down), Felclaws (anti-tank attack), Armageddon (red swirls we need to soak) and Rupturing Singularity (orb spawns at center, need to gather around it but not too close).
PHASE FOUR: at 40% health.
This phase is unique. It lasts until we kill all the adds.
The boss will exit the fight and will shroud the entire raid in the shadow of Deceiver's Veil. This ability restricts the raid's vision and ability to target any allies or enemies to 8 yards. It also causes healing to be reduced by 100% and causes all spells and attacks to miss beyond 8 yards.
The entire raid will also be affected by Choking Shadow, which absorbs more and more healing (by players within 8 yards) the longer you remain in Deceiver's Veil.
Lord Illidan will fly to the platform periodically during Deceiver's Veil. Any players who move within 8 yards of him are granted Illidan's Sightless Gaze which allows us to see and hit all enemies and heal allies within a 40 yard radius.
Adds called Shadowsouls will spawn throughout the platform at the start of this phase. We will continually take damage from their casts (Destabilized Shadowsoul.)
Rupturing Singularity continues, and it's back to the corners of the room.
--> The raid will group up in the center of the platform so everyone can receive healing. Healers should conserve mana, as healing is continually reduced. Alacrity is very important in this phase. When Illidan flies to the platform, we must find him in the fog to receive his buff, which grants us vision in a 40 yard radius, the ability to heal allies and damage foes, but at a cost. The raid will take fire damage for 20 seconds.
Once we get the buff, we need to eliminate the Shadowsoul adds as quickly as possible. Once they are dead we enter the last phase.
Phase Five: 40% to the end.
He continues to use Felclaws (the anti-tank attack), Bursting Dreadflame (big red circles we need to take to the edge) and Focused Dreadflame (the line attack that shares damage).
The key new mechanic of this phase is Tear Rift. This spawns a demonic rift which draws in all nearby players, missiles, and flame pools. Nearby players are also afflicted with Gravity Squeeze, a debuff that does heavy damage that increases every tick.
Kil'jaeden also starts using his ultimate attack, Darkness of a Thousand Souls, which inflicts massive shadow damage right away and heavy shadow damage every 2 seconds for the remainder of the encounter. If players are standing in a Tear Rift, however, the missiles targeting them will instead be harmlessly sucked into the rift.
--> When Darkness of a Thousand Souls is cast, all players must gather INSIDE the rift to avoid the damage. Anyone NOT inside the rift will die as they'll take heavy ticking damage for the rest of the encounter.
However, anyone inside the rift will also take heavy damage from Gravity Squeeze, which increases over time. So we'll need to time our Rift entry very carefully, entering the rift at the last moment and getting out right after the Darkness of a Thousand Souls cast concludes. We will likely need to use raid cooldowns.
He will also create Demonic Obelisks which spawn around the platform and detonate in a cross of fel energy connecting them. Anyone hit takes a lot of damage and is knocked back.
Flaming Orbs target players and spawn a flame sphere. These spheres chase the targeted players until they impact, which deals a Flaming Detonation AoE and leaves a fiery void zone. The size of the pool is reduced based on the length of time the sphere chased the player. Anyone inside the pool takes damage. The pools will be sucked into any nearby Tear Rifts that spawn.
--> Targeted players should take their orbs to the corners of the room before letting them impact, as the orbs explode and drop a void zone upon impact.
We'll use Bloodlust in the final phase.