Two phase fight with lots of fire that quickly spreads.
In P1, Larodar summons adds that can be killed and then healed to help you.
In P1, use the seed in the middle of the room to clear some of the fire.
After casting his ultimate three times, or dropping to 35% HP, a short intermission starts. Survive the damage.
In P2, the fire cannot be cleared anymore. Kill Larodar before he kills you.
Players can't interact with the seed more than once, so you'll need to rotate 2-3 teams of 3 players in P1.
In P1, Scorching Roots cannot be targeted and killed until it's been doused by a player using the seed.
In P1, Larodar's charge on the tank now also deals damage to the raid, reduced by distance.
In P1, orbs spawn around Larodar after he draws lines of explosions around him. Players need to soak them before they reach the boss.
In P2, treants also drop fire in their paths. Slow and kill the treants before they reach you.
In P2, the DoT applied to the tank that prevents them from being healed now lasts 30s.
Don't stand in the fire. Kill the adds and then heal them.
Use the seed in the center of the room to clear some fire.
Hide in the barrier to survive Raging Inferno.
EVERYONE
GROUP THE TREANTS,
INTERRUPT THEM, AND
KILL THEM QUICKLY
Larodar regularly summons three Fiery Treants that continuously drop fire on the ground.
Tank them, interrupt them, and kill them quickly.
HEALERS
ONCE THE TREANTS DIE,
QUICKLY HEAL THEM TO FULL
AND KEEP THEM ALIVE
Once the treants have been killed, quickly heal them to 100% HP to make them friendly.
Treants will then go to the middle of the room and start filling the seed's energy, losing HP in the process. Keep healing them.
On heroic, this allows you to use the seed to clear the fire in the room and make the Scorching Roots add targetable.
DPS & HEALERS
WHEN THE SEED HAS
HIGH ENERGY, USE IT
TO CLEAR THE FIRE.
When the seed has energy, up to 3 players can click on it and create a chain between them and the seed.
Moving too far away from the seed or the player breaks the chain.
As soon as one player clicks on the seed, its energy starts draining. All players linked with the seed act a fire hose and can clear fire and reveal the burning roots.
Clearing the middle is the priority. Break the chain with the seed to save energy. Players can only interact with the seed once.
EVERYONE
KILL THE ROOT ASAP
THEN HEAL IT TO FULL.
HIDE IN THE BARRIER.
Larodar regularly summons a Scorching Roots add that fixates players and follows them, rooting and dealing damage to players it reaches. It also leaves fire in its path.
The Scorching Roots cannot be targeted and killed until it's been doused by a player using the seed. Douse it as soon as possible.
Kill it quickly, then heal it to full health. It will create a barrier you need to stand in to survive Raging Inferno.
EVERYONE
TO SURVIVE, HIDE IN THE
BARRIER WHEN THE BOSS
REACHES 100% ENERGY
When he reaches 100 energy, Larodar channels lethal raid damage for 6s. Hide in the healed brambles to survive. After the cast, it's destroyed.
After casting Raging Inferno three times, Larodar transitions to P2.
EVERYONE
DODGE THE EXPLOSIONS
AND SOAK THE ORBS.
Regularly, Larodar creates patterns of small explosions around him. Dodge them.
Orbs then spawn and travel toward him. Players must soak them, but they'll take some damage and gain a short damage buff.
If an orb reaches Larodar, he deals 20% more damage for 10s, which also stacks.
TANKS
MAKE THE BOSS
CHARGE AWAY TO
REDUCE DAMAGE
Larodar targets the tank then charges at them, dealing massive Physical and Fire damage. The damage is reduced by the distance traveled.
After the charge, Larodar also deals a burst of heavy raid damage, reduced by distance.
Also applies a Physical damage vulnerability to the tank that slowly fades.
Players on the charge's path also take heavy damage.
Larodar deals constant raid damage and drops fire on the ground.
After each cast of Raging Inferno, the damage dealt and the amount of fire dropped increase.
Fiery Treants cast an interruptible spell that deals raid-wide damage. Interrupt them.
The Fiery Treant auto-attacks apply a stacking Fire DoT on their target. Kill them quickly.
Larodar deals constant raid damage and drops fire on the ground.
After each cast of Raging Inferno, the damage dealt and the amount of fire dropped increase.
Fiery Treants cast an interruptible spell that deals raid-wide damage. Interrupt them.
The Fiery Treant auto-attacks apply a stacking Fire DoT on their target. Kill them quickly.
After the third cast of Raging Inferno, or when Larodar drops to 35% HP, a short intermission starts.
Survive the damage.
You can no longer clear the fire and Larodar deals increasing damage.
Soak the falling orbs, dodge the tornadoes, and heal the healing absorptions.
EVERYONE
SOAK THE ORBS
1 PLAYER PER ORB
Regularly, Larodar launches a few orbs in the room that must be soaked. One per player.
If an orb touches the ground, it deals massive damage to the raid and applies one stack of a permanent DoT.
EVERYONE
CC OR KILL THE ADDS
BEFORE THEY REACH YOU
TO PRESERVE SPACE.
Regularly, Larodar summons treants that spawn on the edges of the room and slowly walk to the middle.
You can control them with traps/roots/banish and not fight with most of them. They need to be tanked and killed quickly when they arrive as they continuously drop fire on the ground.
EVERYONE
EXPLODE AWAY FROM PLAYERS.
QUICKLY HEAL THE ABSORPTION.
DISPEL THE STUNS.
Regularly, Larodar puts a big healing absorption on a few players. After 8s, they explode and deal heavy damage to nearby players.
If the absorption isn't healed before the explosion, the player also stuns nearby players for 10s. The stun is dispellable.
EVERYONE
TANK HIT CANNOT BE HEALED
BUT CAN DRAIN HP OF NEARBY
PLAYERS. STACK UP.
Larodar casts a Fire cone on the tank, dealing heavy Fire damage and applying a powerful DoT.
The tank who's hit cannot be healed for 30s, but they can drain the HP of nearby players to survive.
EVERYONE
DODGE THE TORNADOES
Larodar summons fire tornadoes that move around the room. Players who are hit take damage and are knocked back.
Dodge them. Be careful not to be pushed back while soaking the orbs.