A fight with many adds that unfolds as follows: P1 - Intermission - P1 - Intermission - P2
In P1, the boss summons a duplicate of itself that copies its spells. Tank it, group it & kill it.
In P1, the boss activates 2 pylons in the room. Adds spawn and try to reach the pylons. Kill them before they do.
After 2 min 30s, Intermission starts and lasts until pylons are destroyed. Boss is immune during Intermission.
Once the pylons are destroyed, boss is stunned and takes extra damage for 12s, then P1 starts again.
After the 2nd Intermission, or when the boss drops to 15% HP, P2 starts.
Kill the boss before the giant black hole drags and devours you. Kill the adds before they reach the black hole.
Quickly kill the boss' copy of itself, as it replicates its abilities.
The boss activates invulnerable pylons during the phase.
Pylons make players spawn orbs that try to reach the pylons.
Spawn the orbs together and kill them before they reach a pylon and explode.
EVERYONE
Soak with the tank to split damage
and kill the boss's copy.
5.5s cast on the tank that explodes and deals massive Magic damage split between players hit.
A copy of the boss appears near the tank.
Stay next to the boss. Melee players soak to split the damage. Tank the copy and kill it. It casts the same spells as the boss.
In the first P1, the boss does this TWICE.
In the second P1, the boss does this ONCE.
EVERYONE
Dodge the orbs from the pylons.
The boss channels a beam on an inactive pylon and activates it, causing it to shoot orbs across the room that must be dodged.
If a copy is alive, it also channels on an activated pylon, forcing it to shoot orbs.
The boss activates both pylons during the phase.
EVERYONE
Marked players stack under the boss.
CC the orbs and cleave them down.
Don't let them reach a pylon.
Once a pylon is activated, it remains active throughout the phase.
Activated pylons periodically mark 2/3 players. After 4s, they each spawn an orb that moves toward that pylon.
Spawn the orbs under the boss, CC them, and kill them. If they reach the pylon, they explode and deal massive raid-wide damage.
EVERYONE
If targeted, move away from the raid and the boss.
Dodge the circles and dispel the silence.
The boss applies a 45s stacking DoT to the tank.
Swap every 2 or 3 stacks.
After 2 min 30s, Intermission starts. The boss knocks the raid back and becomes immune.
Quickly kill the pylons in the order in which they gain Energy, and before the raid takes too much damage. An additional add also spawns.
When the pylons are destroyed, boss is stunned and takes extra damage for 12s, then P1 starts again.
At the end of the 2nd Intermission, P2 starts.
EVERYONE
Destroy the pylons. Don't touch the giant
column of energy in the center of the room.
After 2 min 30s in P1, the boss knocks the raid back, becomes immune, and flies above the console in the room.
He also summons a giant beam of energy in the center of the room. Don't touch it.
The pylons lose their shields; destroy them to end the phase.
EVERYONE
Dodge the beams.
HEALERS
Kill the pylons in the order in which they gain Energy.
Keep the elemental near the pylons to prevent raid damage.
Working pylons slowly gain energy throughout the phase, but not at the same time.
When they reach 100 Energy, they channel heavy damage on the raid for 4s.
If an elemental is nearby the pylon when it channels, the raid takes no damage.
Kill the pylons in the order in which they gain Energy, and keep the elemental next to it.
TANKS
Tank and bring the elemental near the pylons.
Focus the pylons in the order in which they gain Energy.
A few seconds into the phase, 1 add spawns in the center of the room that must be tanked.
Bring it near the pylons to cleave them. It spawns with a small shield and deal increasing damage to their target.
Keep it near the pylons when they channel Arcane Convergence so it absorbs it and prevents massive raid damage.
DODGE
Dodge the circles
EVERYONE
Boss is stunned and takes extra
damage when Intermission ends.
After the 2nd Intermission, or when the boss drops to 15%, P2 starts.
The boss pushes the raid back toward the entrance of the room.
The wall opposite the entrance turns into a giant black hole.
Kill the boss before black hole's strength becomes too strong and it drags you into it and kills you.
EVERYONE
Black hole's strength grows. Kill the boss
before you can't counter it and get swallowed.
At the start of P2, the boss pushes the raid back toward the entrance of the room.
The opposite wall becomes a giant black hole, marked by a purple line on the ground.
If you cross that line, you die.
The black hole constantly pulls players toward it and its strength increases as the phase goes on. Kill the boss before you can no longer resist the pull.
EVERYONE
Spawn the adds under the boss, CC them, and kill them.
Don't let them reach the black hole.
Very similar to P1:
The boss marks several players who take heavy damage for 4s. They each spawn an orb that moves toward the black hole.
Spawn them stacked up under the boss and against the wall.
If they reach the black hole, they deal massive raid-wide damage. CC orbs and kill them.
Complete WAs pack for the raid by .
It contains 2 different groups:
-One for abilities that assign players to specific tasks.
-Another with the standard bars/icons/texts to track abilities.
Most assignments are made automatically for Normal & Heroic difficulty, no need for a note.
The Northern Sky Raid Tools Addon and are REQUIRED for it to work.
Add-on that adds a lot of Text-To-Speech sound effects to your game library by Causese.
Allows you to add clear sound alerts in your Bossmod or in your Weakauras to react faster and better to what's happening.