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Will of the Emperor

Boss #6
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Strategy Guide

FIGHT OVERVIEW
  • This fight is mostly about add management.


    Emperor's Rages should be either rooted for the duration of the fight or focused on spawn.

    Emperor's Strengths should be kept in the corner of the room by a tanky DPS player and focused down by ranged.

    Emperor's Courages should be slowed on spawn and focused down by melee players who can stand behind their shield. 


    Tanks should keep Jan-Xi and Qin-xi separated near the entrance.


    Ranged should stand in the middle of the room and melee split on each boss.


    Dodge the bosses' dance moves to gain an extra hit of damage. Note that it's not necessary to kill the boss, as it's very dangerous!

General Abilities

When you start the fight by clicking the control panel. After doing so, you'll have about 25 seconds of RP before combat starts.

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Titan Gas

This gas periodically fills the room, dealing low periodic damage, and increasing physical damage dealt by 50%.

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Titan Gas

This gas periodically fills the room, dealing low periodic damage, and increasing physical damage dealt by 50%.

Emperor's Rage

The Emperor's Rage spawns at the back of the room and will walk towards a player with Focused Assault.

IF FIXATED

RUN AWAY

Play Button
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Focused Assault
Fixate

Upon spawning, a Rage will fixate on a random player. If the player dies, the Rage will re-fixate.


Rages can be crowd-controlled. On Normal, this is not necessary. Just kill the Rages as they spawn.

Emperor's Courage

The Emperor's Courage spawns on the sides of the room and will walk towards a Tank, behind a big shield.

SLOW THE ADD

AND KILL BEFORE IT REACHES TANK

Play Button
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Focused Defense
Add Management

Upon spawning, a Courage will target the Tank that is currently furthest away.


In general, with how the bosses should be positioned, this will mean it walks through the melee camps you want to split on either side.


It must be slowed as soon as it spawns by spells such as Frost Trap.

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Half Plate
Add Management

The Courage can and should be slowed. It will put up a large shield infront of itself, blocking all attacks from anywhere but behind it.


Make sure to slow it ASAP after it spawns, using spells like Frost Trap. Melee should pre-place themselves at the spawn point and be ready to kill it before it moves towards the middle of the room.

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Impeding Thrust
Tank

This ability should never happen if played properly. The Courage will hit the Tank it's focused on and apply a stacking movement speed debuff, ending in complete loss of movement.

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Half Plate
Add Management

The Courage can and should be slowed. It will put up a large shield infront of itself, blocking all attacks from anywhere but behind it.


Make sure to slow it ASAP after it spawns, using spells like Frost Trap. Melee should pre-place themselves at the spawn point and be ready to kill it before it moves towards the middle of the room.

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Impeding Thrust
Tank

This ability should never happen if played properly. The Courage will hit the Tank it's focused on and apply a stacking movement speed debuff, ending in complete loss of movement.

Emperor's Strength

The Emperor's Strength spawns in the back corners of the room and needs to be taunted by a player and tanked away from the raid.


The best option for this is a plate DPS player.

TANK AWAY FROM RAID

AND KILL IT ASAP

Play Button
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Energizing Smash
Add Management

The Strength will aim an Energizing Smash at the player tanking. As soon as the animation starts, the player must run out of the circle animation to avoid getting stunned.


The easiest way to do this is to keep walking behind the Strength during each animation.


For every successful smash, the radius will grow 1 yard. These must be tanked far from the raid and focused down to prevent the radius from getting too large and stunning those not tanking the mob.

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Full Plate

The Emperor's Strength cannot be crowd controlled.

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Full Plate

The Emperor's Strength cannot be crowd controlled.

Jan-xi and Qin-xi

After 90 seconds, Jax-xi and Qin-xi will enter the Arena. They have a shared health pool.


A Tank should take each one towards the entrance, being careful to position them far enough away from each other to avoid being cleaved by the other boss's Devastating Arc and Stomp.


Devastating Arc is the first part of the bosses' dance that must be avoided.


It consists of Arc Left, Arc Right, and Arc Center. The second part of this dance is Stomp.


The bosses will do 5 of these in a row in a random order to make a Devastating Combo. On Heroic, this will be 10.


If hit by one of Arc Left, Arc Right, or Arc Center, players will gain a stacking debuff that reduces armor by 10% and hits for a large amount. If hit by one of these while already having a stack, death is almost certain.


If the full combo gets dodged, the player will have an Extra Action Button appear and be given the use of Opportunistic Strike.

DANCE

AND DON'T GET HIT

Play Button
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Arc Left
Player Movement

The bosses strike in a 25-yard hemispherical area to the left.

DANCE

AND DON'T GET HIT

Play Button
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Arc Right
Player Movement

The bosses strike in a 25-yard hemispherical area to the right.

DANCE

AND DON'T GET HIT

Play Button
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Arc Center
Player Movement

The bosses strike in a 25-yard hemispherical area in front of them.

USE EXTRA ACTION BUTTON

ON SUCCESSFUL DANCE

Play Button
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Opportunistic Strike

Avoiding the whole of the Devastating Combo rewards you with an Opportunistic Strike ability through the Extra Action Button.


This can be used on any target but must be used quickly, only lasting 3 seconds. This ability inflicts 1 million Physical damage.

RUN AWAY

TO AVOID STUN

Play Button
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Stomp
Player Movement

The bosses will lift their feet and stomp the floor, damaging and stunning anyone in a 12-yard radius.

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Magnetic Armor
Tank

Tanks that try to run further than 16 yards away from the bosses will be gripped back to them.


Be extra careful when dancing to Devastating Combo, as there is only a 4-yard gap between this and Stomp's radius.

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Magnetic Armor
Tank

Tanks that try to run further than 16 yards away from the bosses will be gripped back to them.


Be extra careful when dancing to Devastating Combo, as there is only a 4-yard gap between this and Stomp's radius.

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Will of the Emperor
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