- Level 45: Spirit of the Crane
- Level 75: Diffuse Magic
- Level 90: Refreshing Jade Wind
- Focused Dreadflame
- Shadow Reflection: Errupting
- Flaming Orb – Will not spawn under you
- Tanks will be hit very hard, particularly during Fel Claws – Watch them, and be on the lookout for external calls
- The Armageddon Rain DoT does a fair amount of ticking damage, so players with this debuff need some additional healing
- If needed, use Revival before entering Intermission: Deceiver’s Veil to top the raid off as you look for Illidan
- Plan out a cooldown for the first Darkness of a Thousand Souls, both raid and personal
You made it to the final boss! Now let’s get into it.
During the entire fight your active tank will receive heavy damage from Felclaws. Keep an eye on the active tank as the ability stacks higher, and look to make use of Enveloping Mist. During this initial phase you have to deal with Armageddon. Soak small patches as you can and keep an eye on raid members with the Armageddon Rain DoT on them.
Use Mana Tea or Revival during the incoming damage from Shadow Reflection adds. Depending on your DPS, you should be able to use Mana Tea for each Shadow Reflections during the fight.
Make use Essence Font or Refreshing Jade Wind to bring up your raid after overlapping of Bursting Dreadflame, Focused Dreadflame and/or Armageddon. There is plenty of time between these abilities to regen mana using Spirit of the Crane.
The Intermission: Deceiver’s Veil phase requires consistent healing throughout, along with making sure to watch any raid members with the Armageddon Rain debuff during this phase. The raid should enter the phase with as close to 100% hp. If the majority of the raid is low, a quick Revival can assure no one dies while you search for Illidan during the beginning of this phase. Get Illidan’s Sightless Gaze debuff as soon as possible and move with the raid to heal them up against the increasing absorb of Choking Shadow.
Right after entering the final phase, Kil’jaeden will cast Darkness of a Thousand Souls without a Tear Rift to avoid. Make sure to have a raid cooldown ready, so if you didn’t Revival earlier do it here or use Mana Tea. Also, for the remaining Darkness of a Thousand Souls casts, make sure to keep Refreshing Jade Wind up during the raid dipping into Tear Rift. Casting Essence Font during this point will also help with damage as you can run out of the Tear Rift with it casting.
Keep the players who are kiting Flaming Orb topped off so they don’t die through when the orb detonate, Flaming Detonation. Also, keep away from them when they get hit, which will normally be close to the Tear Rift.
Watch the location of Demonic Obelisks, and move towards safe areas. Their beams are fired from the direction of the metal plates.
Diffuse Magic helps soaking small patches of Armageddon but you can’t soak the big ones. Definitely have Diffuse Magic or Fortifying Brew up for the first Darkness of the Thousand Souls.
The fight against Kil’Jaeden can last long. Make use of Mana Tea early and often. The raid is stacked most of the time so you can make use of Refreshing Jade Wind and Chi Burst. You can even pre-cast Chi burst for Focused Dreadflame, and use Refreshing Jade Wind during knockbacks from Rupturing Singularity.
Transcendence can bring you back in place quickly after Rupturing Singularity or during the final phase, if you are knocked towards the edge by a Demonic Obelisk beam.
So a lot has changed from heroic to mythic, so we’re only going to go into detail on the mechanics that are going to specifically affect you. In phase 1 there are three major changes – the Rupturing Singularity knocks you back much further; Erupting Reflections upon death will now cause the players they originated from to spew fire orbs at the raid for 5 seconds; and Wailing Reflections upon death will place a debuff on the tank it originated from causing massive damage until it is dispelled.
So the first new mechanic you’ll see is the fire orbs from the Erupting Reflections. The DPS that are targeted with the debuff will run to the edges of the platform to allow for the raid to dodge – however your raid will need to stagger killing these mobs to allow you room to move, so you’ll be dodging for about 10 or 15 seconds straight. Getting hit by one of these orbs is a big deal, as it will knock you up, deal 3 million damage, and make it that much more difficult to dodge the next orb.
Next, up is the Rupturing Singularity knockback. You’ll need to transcend this, as it’s strength has been ramped up on mythic, and when it spawns in the center of the platform it will knock you off. If for whatever reason your transcend is down, taking a warlock portal will also save you.
Lastly is the tank debuff (Lingering Wail) from the Wailing Reflections. When your group kills the tank add, it will debuff the tank dealing 17 million damage every 2 seconds until it is dispelled. When it’s dispelled, it will cause all players to be mass gripped to the location of the tank. For this reason, you want to dispel this debuff the moment a Rupturing Singularity goes out, in order to counter it’s knockback. Keep in mind that your tank will be taking enormous damage until they are dispelled, so keep your hots up on them, and be ready with the Life Cocoon.
The first intermission is largely the same, but you have to deal with the additional strength on the knockback of Rupturing Singularity, so movement becomes much more important. You and your raid will want to angle yourselves so that one knockback launches you into a favorable position for the following hit.
Phase 2 is just more of phase 1, with the addition of Hopeless Reflections. These reflections spawn from healers, and begin casting. If they complete their cast, or if they are healed to full, they inflict 5 million damage to the raid, and leave a puddle that will silence/pacify and deal 750,000 damage every 2 seconds to anyone inside. However, the size of the pool and the damage the adds deal, is reduced based on how much you’re able to heal them. Upon death they will also apply a debuff to your healers called Lingering Hope that will restore 2% mana every 1 second for 5 seconds.
So the goal is to spawn them all on top of each other and heal them to full as quickly as possible, while also staggering when they get to full health as much as you can. This will minimize the spike damage that happens to the raid, while also maximizing the mana return from Lingering Hope, as the debuff does not stack. If you have a shaman, you’ll want to lean them for the first part, as their mastery will carry the bulk of the job, while you and the other healers focus one up as soon as possible to get the mana buff rolling (keep in mind, this will harm the overall effectiveness of your shaman’s cloud burst totem, so you may opt to just ignore the adds entirely). From there it’s all about controlling their HP while keeping the group alive.
Second transition is, again, largely the same, except now Rupturing Singularity will happen during the phase. You’ll need to take a warlock gate to dodge the first one, then use your transcend to dodge the second one that happens 10 seconds later.
Phase 3 doesn’t offer new mechanics you’ll need to handle, but it ramps up old ones. More obelisks will spawn, making positioning much more difficult. It’s wise to take a moment, find a safe spot and place your transcend, though your guild should be finding and marking a safe spot to stack for each explosion anyway.