This fight is a council type encounter, where you will be faced with four construct bosses, who from this point on will be called "trons". The trons have a shared health pool. Two of the four trons will be active at any one time.
Each tron has his own set of abilities, in effect only while the tron is active. Each tron has a shield mechanic, which is cast when he reaches 45 energy and lasts for 10s or until broken. In addition to their shields, the trons have two other abilities each, which they cast regularly.
Magmatron
Barrier - this is Magmatron's shield, which he casts at 45 energy and has a duration of 10s. If broken, it results in a large amount of raid-wide fire damage.
Incineration Security Measure - this is a powerful AoE fire damage ability that the tron casts at regular intervals and is unavoidable by anyone in the raid. Magmatron will cast this ability 3 times while he is active.
Acquiring Target - this is Magmatron's most deadly ability, which targets a raid member and after 4s channels a beam of fire directed towards that person for 4s. It is unavoidable through movement by the targeted raid member. Magmatron will cast this ability twice while he is active.
Toxitron
Poison Soaked Shell - this is Toxitron's shield, which he casts at 45 energy and has a duration of 10s. Anyone attacking him during this time will receive stacks of Soaked in Poison.
Chemical Bomb - Toxitron creates a poison cloud at a targeted location, causing anyone within the cloud to take 50% increased damage. Toxitron will cast this ability 3 times while he is active.
Poison Protocol - Toxitron channels this spell for 10s, creating 3 adds on 10-man and 5 on 25-man, which will fixate on random raid members and follow them until killed or until they reach their target. Upon reaching their target, they explode dealing massive damage in a small radius (and effectively killing everyone in range). Toxitron will cast this ability twice while he is active.
Arcanotron
Power Conversion - this is Arcanotron's shield, which he casts at 45 energy and has a duration of 10s. Any damage done to Arcanotron during this time will increase his magic damage output as well as increase his cast speed.
Arcane Annihilator - Arcanotron casts this spell frequently while active, including while he is shielded. It targets random raid members and can be interrupted.
Power Generator - this is a swirling void zone placed on the ground under Arcanotron, which increases the damage dealt by anyone standing in it by 50%, and provides 250 mana every 0.25s. Arcanotron will cast three Power Generators while he is active.
Electron
Unstable Shield - this is Electron's shield, which he casts at 45 energy and has a duration of 10s. Damage done during this time can cause a powerful AoE raid-damaging ability.
Electrical Discharge - this is a chain-lightning type ability, which requires the raid to be spread out while Electron is active to minimize damage taken. It chains to a maximum of 3 enemies. This ability is on a 5s cooldown.
Lightning Conductor - places a debuff on a random raid member which causes them to deal damage in area around them for 10s. Electron will cast this ability 4 times while he is active.
Especially for raids learning the encounter or who are not yet at a point of gear or skill where it becomes trivial, it is imperative to stop attacking the trons when they are shielded as soon as possible. If Magmatron and Electron shields are broken, the damage will, most often, wipe the raid. Arcanotron's buff from attacking the shield can be purged or spellstolen, and the debuff that Toxitron places on raid members attacking his shield can be dispelled, but it adds extra strain on the healers. Because the trons have a shared health pool, and the shields always become active at the same time as a new tron, it's advisable for your raid to simply switch DPS to the newly activated trons.
Magmatron
Incineration Security Measure is a rather powerful AoE fire damage ability which hits the raid regularly while he is active, and it is damage that the healers must simply heal through. Damage reducing cooldowns, such as Devotion Aura or Power Word: Barrier, can be alternated to help mitigate the damage. Healing the damage from this ability is easier if your raid is stacked together.
Acquiring Target, however, can cause problems if your raid is stacked. The tron will target a random raid member (can be anyone, including either of the two tanks) and after 4s will begin channeling fire damage onto them for 4s. This damage must be healed through, although it can be fully avoided through use of invulnerabilities and its damage can and should be greatly reduced through use of other damage reduction cooldowns.
The most important aspect of Acquiring Target is that it is a cone-shaped ability, which will damage anyone who is located between Magmatron and his target, as well as anyone in the immediate vicinity of the target. If the target moves while the spell is channeling or is being cast, Magmatron's fire will follow them around. For these reasons, it is important that whoever is targeted by this ability quickly positions themselves in such a way as not to damage anyone else, and other raid members need to be mindful of this as well and adjust their position accordingly.
Toxitron
Chemical Bomb is fairly harmless in itself, but can cause damage spikes for anyone careless enough to be inside it and be targeted by one of the other trons abilities. A good use of the poison cloud is to have your tank(s) position the trons inside it and thus cause them to take 50% increased damage.
Poison Protocol can be extremely deadly if not dealt with appropriately. The tron will summon 3 adds in 10-man and 5 in 25-man mode twice during his active period, and these must be focused down and killed by the DPS immediately. Upon spawning, the adds will fixate on random raid members and begin to chase them, detonating on contact with their Fixate target. It is noteworthy that each add will only detonate when reaching its designated target, and not when coming in contact with other players, including melee classes. When detonating, the subsequent explosion will deal a massive amount of damage in a small radius around the target the add was chasing thus potentially causing several deaths. For this reason, it is important that melee DPS and the other tron's tank move away from Toxitron until the adds have chosen their targets. The adds can be slowed through most means, and they should be killed with priority. Whoever is being chased by the adds needs to be extremely careful, and run away from the adds until they are dead.
Arcanotron
Arcane Annihilator is one of the major causes for raid wipes on this encounter, and is a mechanic that requires constant attention while this tron is active. Arcanotron will target random raid members with this spell, and unless interrupted, will cause very high amounts of unpredictable damage to the raid. It is advised to have another dedicated interrupter for this ability in addition to Arcanotron's tank. While Arcanotron is shielded, any attacks will increase his magic damage done and reduce the cast time of Arcane Annihilator, making it harder to interrupt. Because Shamans and Mages can purge and spellsteal the buff respectively, it is advised to have them handle interrupts during his shield. This is also a good idea because Shamans and mages can interrupt with ease without needing to attack their target, thus not cause any additional stacks.
Power Generator is absolutely essential to defeating this encounter, and your healers should make extensive use of the mana regeneration that it offers. All raid members should attempt to make use of the extra damage dealt bonus of it, but should be ready to leave it at a moment's notice if they are targeted by Magmatron's Acquiring Target, or if Electron becomes active. Power Generator is always spawned under Arcanotron, and healers and DPS who are in a Generator which is about to expire should move to Arcanotron and be prepared for the next one. Tanks should make sure to move trons out of Power Generator to avoid granting the tron increased damage done but should keep them close enough to the generator to allow melee DPS to attack the tron as well as to reduce the required amount of running from healers and DPS wishing to enter the next generator.
Electron
While Electron is active, your raid should be spread out to avoid splashing damage from both Electrical Discharge and Lightning Conductor. The only raid members who should not spread out are your healers, in case there is any Power Generator available. If this is the case, your healers must be very quick to move out if they are targeted by Lightning Conductor.
As mentioned earlier, the complexity of this encounter stems from the interaction between the trons, and the key to defeating it is to understand correct positioning and reaction to abilities during any of the possible tron combinations.
Firstly, the trons reset if they are targeting players who have left the combat area, so unless you want to reset the encounter on purpose, avoid leaving the room.
Secondly, it is crucial to be aware of which tron will become active next. This is indicated by a beam of light targeting the upcoming tron. Knowing which tron will activate next allows your raid to take precautionary measures.
The trons do not reset aggro when they go inactive, so after the first cycle, threat on the newly activated trons is not a problem - however on the very first activation of each tron, the tanks should be on their toes to make sure healers do not get killed.
Nefarian will temporarily buff one of the four golems, leading to enhanced abilities.
Arcanotron - the Power Generator will grow and eventually explode for large amounts of damage. The raid will initially stand in the power generator for buffs but will have to watch the size and move when the puddles grow.
Electron - the Lightning Conductor will initially require the target to run out as usual. After several seconds, the debuff will transform into the Shadow Conductor. The target must run (or pulled by Leap of Faith) back into the raid as Shadow Conductor deals more damage if the raid is spread out.
Magmatron - you will be immobilized in place by Flamethrower, however you can immune this ability during Acquiring Target.
Toxitron - Nefarian will pull the entire raid into a Chemical Bomb which increases damage taken as well as dealing damage.
Be alert as to which golem is buffed by Nefarian. For example, if Electron and Arcanotron are both active, it does not necessarily mean that Electron Lightning Conductor will transform into the Shadow Conductor. If Arcanotron is buffed, Electron will cast normal Lightning Conductors as usual while the Power Converters will grow and explode.
The damage taken by the raid is intense. The damage dealt by Arcane Annihilator is doubled and will most likely kill the targeted raid member if the cast is not interrupted. Exploding Poison Bombs will kill nearby raid members as well. The DPS must be extremely careful not to have pets or minions inadvertently triggering the temporary shields on each golem. The resulting damage from a triggered shield is massive and generally leads to a raid wipe.
The Magmaw encounter consists of two phases which alternate throughout the fight until the boss is dead, henceforth referred to as the Normal Phase and the Impale Phase.
This encounter is unique in that the Impale Phase must be triggered by the raid at certain fixed intervals of time where it is possible to do so. These intervals of time will be referred to as the Mounting Phase.
The Impale Phase lasts 30s and is essentially a DPS burn phase with no raid or tank damage at all.
When first engaging Magmaw, he will be in the Normal Phase. This phase will last for 90s, after which time he will enter the Impale Phase provided that your raid can execute a rather simple task (the Mounting Phase). The Impale Phase lasts 30s, after which Magmaw will revert to a 30s Normal Phase followed by a 30s Impale Phase (again, provided your raid can trigger it) and so on until he is dead, or your raid has wiped.
Molten Tantrum is a stacking buff that increases Magmaw's damage dealt. He casts this ability when he has no targets in his melee range. Because he is stationary for the entire fight, it means that the tank must also always be in melee range.
Magma Spit is the first thing you will notice after pulling Magmaw. He casts this ability every 5s targeting 3 raid members in 10-man and 8 in 25-man, hurling lava at them and dealing a considerable amount of fire damage. This damage does not splash to nearby targets and must essentially just be healed through.
Lava Spew is the next obstacle your raid will face. It is a raid wide damaging ability which cannot be avoided or out-ranged in any way and its damage must simply be healed through. Due to the high amount of damage caused by it and the fact that it is often cast in quick succession with Magma Spit, healing can be quite intense. Magmaw will cast this ability roughly every 25 to 30s.
Pillar of Flame will target a random raid member and place a fiery zone under their feet, which 2s later will turn into a Pillar of Flame. Anyone standing in the fiery zone will be knocked into the air and damaged by the Pillar of Flame. Shortly afterwards, the explosion will spawn 9 Lava Parasites. Whenever the Lava Parasites reach melee range of their aggro target, they will cast Parasitic Infection and 10s later the target will be affected by Infectious Vomit. For these reasons, it is generally advisable to deal with the parasites from range.
Magmaw will cast Pillar of Flame 30s into the fight, 30s after that and from then on once each time he reverts to a Normal Phase from an Impale Phase. Sometimes he may cast this ability twice during a Normal Phase.
Magmaw will target members more than 15 yards away from him with Pillar of Flame in preference of members in melee range, provided that at least one such raid member exists in 10-man and two in 25-man. If no one is more than 15 yards away from Magmaw, he will simply target someone close to him.
Mangle is an ability Magmaw will cast on your tank 90s after the start of the fight. This will cause the tank to be chewed upon by Magmaw, taking a large amount of damage over time. If impaled, Magmaw releases the tank. Magmaw also casts Mangle at the end of every subsequent Normal Phase.
Ignition is cast by Magmaw shortly after Mangle. It covers a random half of the room in fire. Anyone standing where the fire is will, after 6s take a large amount of damage from Massive Crash. Seconds later Magmaw will enter the Mounting Phase.
90s after the start of the fight and at the end of each other Normal Phase, Magmaw will cast Mangle on your tank. He will pick the tank up and attempt to eat him. While Mangled, the tank can use all of his abilities and can be healed. In addition, he is also able to attack Magmaw's Exposed Head.
Mangle will last for 30s or until Magmaw becomes successfully impaled.
Before the end of the Normal Phase, Magmaw will cast Ignition which will cover a random half of the room in fire. Anyone standing in the fire should immediately move to the other half of the room. Failing to do so will result in a large amount of damage caused by Massive Crash.
Mounting Phase
After casting Ignition, Magmaw will slump forward and damage anyone still standing in the fire from Ignition through Massive Crash.
After he slumps forward, 2 raid members in 10-man, or 3 in 25-man will be able to mount him by right-clicking him. In the vehicle action bar that appears, there is a single ability: Constricting Chains. To impale Magmaw, Constricting Chains needs to be targeted at the spike in front of him by all the members who mounted him, and it must be done at the same time, or Magmaw will break the single chains holding him down.
Doing so successfully will cause Magmaw to become impaled. Unsuccessful attempts will allow Magmaw to revert to the Normal Phase for a few seconds and cast abilities such as Lava Spew or Pillar of Flame shortly after which he will again be mountable. This continues until Magmaw is successfully impaled.
It is worth noting that the spike on the ground in front of Magmaw must be targeted with Constricting Chains by people who have mounted him. You will be presented with a green circle with which you must target and click the spike.
You should assign people specifically for this task ahead of time and all of them should understand what they are meant to do, as delaying the chain or failing to chain altogether will cause great problems for your raid. Because mounting Magmaw requires you to be rather close to him, it is best to assign melee DPS to this role. In any case, healers should not be assigned for this task and neither should ranged DPS who have strong AoE DPS and are handling the Lava Parasites.
Impale Phase
After successfully impaling Magmaw, a new enemy will become targetable, called Exposed Head of Magmaw. Magmaw's head is debuffed with Point of Vulnerability increasing damage taken by 100%. It is during this time that the raid will do the larger part of the damage to Magmaw. It should be noted that the Exposed Head of Magmaw has an enormous hitbox making him attackable by melee DPS from quite far away.
Because of the cooldowns of Magmaw's abilities and how they line up, it is possible to occasionally have a Pillar of Flame and therefore Lava Parasites cast just as an Impale Phase begins. It's generally a good idea, if this happens, to focus first on the Lava Parasites and then on Magmaw, unless your strategy of choice is to have your Death Knight or your tank deal with the parasites on their own.
When the Impale Phase ends, the threat of Magmaw's tank is reset and the tank must be quick to taunt Magmaw back as he will otherwise attack and kill anyone else in melee range. For safety purposes you should have everyone except the tank move away from the boss for the few seconds before and after the Impale Phase ends.
Nefarian will throw a Blazing Inferno on the raid every 35s which deals massive fire damage on impact, spawns trails of lethal fire, as well as a hard hitting Blazing Bone Construct. Blazing Inferno looks quite similar to the Pillar of Flame, and while the resulting fire moves quickly, DPS have enough time to react and move beforehand.
The Blazing Bone Construct must be tanked and burned down by the DPS preferably before the next construct spawns. At 20% HP they cast Armageddon, an 8s noninterruptable cast that if completed, effectively wipes the raid. Tanks will swap between tanking Magmaw and the Constructs.
Always switch to an add when Armageddon is cast. Tanks should pop defensive cooldowns if they are tanking multiple Constructs.
At 30%, Nefarian will stop spawning Blazing Bone Constructs. Instead, he will cast Shadowflame Barrage onto the raid. The raid must clean up the Blazing Bone Constructs and use defensive cooldowns.
Atramedes is a blind dragon. He uses sound to locate his enemies and that concept is largely reflected in the mechanics of the encounter.
The encounter itself consists of two alternating phases: Ground Phase and Air Phase during which the raid will essentially focus on avoiding Atramedes abilities.
Ground Phase
The Ground Phase lasts 80s and is the initial phase of the fight. It is crucial that the raid members, especially the DPS, understand that avoiding getting hit is a lot more important than setting a Recount record.
Atramedes has a rather weak melee attack which should pose no problem to your tank.
Modulation is cast 4 to 5 times during the Ground Phase. The damage it deals is not avoidable. Modulation adds no sound and cannot be cast within 6s of Searing Flame.
Searing Flame is cast once per Ground Phase and is the second and last unavoidable source of damage. It ticks every 2s and does not add sound. This ability will wipe your raid if it is not interrupted. The only way to do so is by using an Ancient Dwarven Shield.
Roaring Flame is caused by the flames that appear on the ground after Searing Flame has been cast. These flames will stay for 30s and they will add 5 sound to anyone passing through them.
Sonar Pulse is cast 4 to 6 times per Ground Phase and summons four disks which travel from Atramedes towards random raid members. They do not deal damage, but add 3 sound twice a second if you stand in them.
Sonic Breath is cast twice per phase. It has a 2s cast after which it follows the player with the most sound. The breath will chase the targeted player for 6s. The more sound they have, the faster the breath will chase them. If the breath hits the targeted player, they will receive more sound, making it increasingly difficult to get away. Initially, Sonic Breath will add 22 sound. This ability cannot target the tank.
The key to succeeding in the Ground Phase is to properly position the raid for dealing with Sonic Breath and Sonar Pulse. The idea is to separate the melee and the ranged DPS into two groups and distribute the healers between these groups. Whenever there is no movement, members of the same group should stack perfectly in order to make it easy to avoid Sonar Pulse.
When a player from the melee group is targeted by Sonic Breath, they need to move counter clockwise around the boss. If the melee group is properly positioned, there is no risk that the breath attack hits the tank. At the same time, since the breath will always lag behind the target player, the melee group should move away slightly to avoid getting hit when the Sonic Breath starts.
The advantage of having two groups is that it allows part of your raid to continue attacking during Sonic Breath. Also, in the case of a mistake, it will reduce the amount of players penalized.
The second important ability of the Ground Phase is Searing Flame. It is necessary to use an Ancient Dwarven Shield to interrupt it. Otherwise, the stacking debuff you get from each application will wipe the raid. When this happens, the player that will have been assigned to this task (preferably a DPS) will need to move towards an Ancient Dwarven Shield and be ready to use it as soon as Atramedes starts casting Searing Flame. In addition to interrupting Searing Flame, using an Ancient Dwarven Shield will also reset everyone's sound and make Atramedes enter Vertigo, a state during which he is disoriented and takes increased damage.
Nothing can be done about Modulation, besides healing the damage it causes.
Air Phase
When the Ground Phase ends, Atramades will take off and remain in the air for 40s during which the raid will be on the move almost constantly to avoid abilities while, for those who can, trying to deal some damage to Atramedes.
Roaring Flame is dealt by flames that randomly spawn during the air phase. At a given location, the flames stay for 30s. They deal damage and give 10 additional sound to whoever passes through them.
Roaring Flame Breath is a breath ability similar to Sonic Breath. As soon as the phase begins, the player with the highest amount of sound will be chased by a fire breath from Atramedes. The trail of flames left on the ground stays for 45s and deal Roaring Flame to whoever stands in it. If the breath hits the targeted player, it will deal about 20k damage and add 10 sound. The travel speed of the breath increases with the amount of sound the targeted player has. It also increases naturally over time. Therefore, it eventually becomes necessary to stop it by hitting an Ancient Dwarven Shield. When this happens, the breath goes back to its initial speed but now chases the player who hit the Ancient Dwarven Shield.
Sonar Bomb is cast at the location of 5 raid members in 10-man or 8 raid members in 25-man difficulty. Each location is marked by a disk similar to a Sonar Pulse. 3s later, a bomb is dropped at each location and explodes, dealing damage, and adding 20 sound to the players that are still in the area delimited by the disk. This ability is cast in quick succession throughout the phase.
Dealing with Sonar Bomb or Roaring Flame is easy. The raid members simply need to always be on the move to avoid Sonar Bomb and in doing so, they must avoid to walk through flames.
Roaring Flame Breath is more complicated to deal with. To do so efficiently, it is best to have this ability target players with speed enhancing abilities.
The first target will be the player with the highest amount of sound. This leaves some room for control as a player with speed enhancing abilities can easily increase their sound before the Air Phase begins by standing on the path of Sonar Pulse. In any case, the first targeted player should run around the room in a circular fashion so as to remain ahead of the breath for as long as possible. When the breath is getting too close to the targeted player, a designated player with speed enhancing abilities needs to hit an Ancient Dwarven Shield. The breath will then follow that player.
Normally, with proper management of sound and selection of the second target, the raid only needs to use one Ancient Dwarven Shield during the Air Phase.
The fight remains largely unchanged in its execution. The only important difference is that 1 to 3 times per Ground Phase, an Obnoxious Fiend appears, runs towards a raid member (during which time, the Fiend is immune to attacks, snares and roots), and fixates itself on that raid member, repeatedly casting Obnoxious, which adds 10 sound to that player, and meleeing that player for about 10k. The Fiend has 155k health in 10-man and 232k health in 25-man difficulty and needs to be killed fast. Obnoxious casts can and should be interrupted so as to prevent the targeted player from increasing their sound level.
The enrage timer is tighter because Nefarian will destroy an additional Ancient Dwarven Shield every time you use one during the Ground Phase. This will basically leave you with 4 Ground Phases and 3 Air Phases to down the boss.
In addition, Atramedes has a little bit more health and all his abilities (except Roaring Flame Breath) deal more damage, add more sound and scale (in both sound and damage given) with the amount of sound a player already has. The timing of the abilities remains the same.
The fight consists of two alternating phases: Spread Phase and Stack Phase followed by a third phase Nuke Phase.
For most of the encounter, raiders should be spread out and a friendly mechanical unit will prevent anyone over 10k health points from dying. A few times, the protection provided by this mechanical unit will be temporarily disabled by one of Chimaeron's abilities. During such occurrences, everyone should stack at a designated place to soak heavy AoE damage from the boss. When Chimaeron's health reaches between 22% and 20%, he will become immune to taunt, take 10% extra damage, and reduce healing to the raid by 99%. This is the Nuke Phase, every cooldown abilities should be used then and everyone (including the healers) should be attacking Chimaeron, to ensure that he dies before killing the last raid member alive.
Spread Phase
Chimaeron has a melee attack named Swing that deals about 135k damage to the current tank. He does it every 4 to 5s.
Break is a stacking debuff applied on the main tank. It cannot be dispelled. It increases physical damage taken by 25%, reduces healing done by 15%. It gets applied on the main tank every four swings (from the second swing of the fight), so about every 15 to 20s. It stacks up to four times maximum.
Double Attack is a buff that causes Chimaeron to strike the main aggro target twice on his next attack. The two strikes happen in a time window of 0.2 to 0.4s. It is triggered by the swing that applies Break and applies to the next swing. This means that the tanks see it coming 4 or 5s in advance.
Massacre is an attack that would kill everyone if it were not for the protection provided by the Bile-O-Tron 800. Thanks to that protection, this attack only leaves everyone at 1 health. It has a 4s cast and a 30s cooldown. If a melee attack is scheduled to take place during Massacre cast, it will not happen, and if Double Attack is up at such a time, it can be safely ignored.
Caustic Slime deals AoE nature damage to everyone within six yards of the randomly targeted raid member. In 10-man, the number of raid members simultaneously targeted by this ability is 2, while in 25-man, it is 4. This ability can target anyone with the exception of the main tank.
Throughout the phase, Chimaeron does melee attacks at regular intervals. Every 3 attacks (4 exceptionally), a new stack of his Break debuff is applied on his current target and he prepares to strike twice next. In addition, every 30s he will cast Massacre. He will always start casting Massacre after he did 2 volleys of Caustic Slime. After the second or third Massacre, the Stack Phase will start.
Chimaeron has a very large hitbox. It should allow melee DPS to position themselves around the boss without breaking the 6 yards spacing. From a DPS point of view, this is a very easy fight. During the Spread Phase, all that is expected from them is to attack Chimaeron.
For the tanks, the fight is not hard but very unforgiving. The main tank keeps aggro on the boss most of the time and survives to the best of his abilities. Thanks to the Bile-O-Tron 800 and his Finkle's Mixture buff, it is not very hard. The role of the off-tank is limited to taunting the boss in the 4 to 5s that precede a Double Attack and surviving the two successive strikes. Then the main tank taunts the boss back and the cycle repeats. The idea is that the Break debuff that stacks on the main tank prevents him from handling the Double Attack mechanics. Indeed, the first attack would do enough damage to kill the main tank and his health would only be knocked down to 1 as a result of the protection provided by the Bile-O-Tron 800. The second attack would kill him.
Since the off-tank does not have stacks of the Break debuff, he should be able to survive the first attack and remain over 10k health which would then enable him to get saved by the Bile-O-Tron 800 when the second attack strikes. The off-tank never gets stacks of Break as the melee attacks he receives do not trigger that debuff.
The fight and this phase in particular requires great attention from the healers. The protection from the Bile-O-Tron 800 means that they should only focus on getting people over 10k health points, except for the off-tank who must be at full health before a Double Attack. The tough part is the Massacre ability because it comes right after a succession of 2 volleys of Causting Slime. The raid members caught by these attacks must be taken back over 10k health before Massacre hits, otherwise they will die from it.
Break cannot be dispelled in any way.
Stack Phase
Chimaeron retains Caustic Slime from the Spread Phase.
Feud is a state in which Chimaeron is for the entire duration of the Stack Phase. It prevents him from doing melee attacks.
Sometimes, Massacre will knock the Bile-O-Tron 800 offline which disable the protection it provides. When that happens, Chimaeron enters a state called Feud, which lasts the entire Stack Phase and during which his two heads are arguing. This prevents him from doing melee attacks.
15s after the beginning of the Stack Phase, Chimaeron will cast 2 volleys of Caustic Slime, with a 7 to 8s delay between each volley. Since the Bile-O-Tron is offline, Caustic Slime will one-shot any player targeted by it. Fortunately, the nature damage this ability deals is spread evenly among the players within 6 yards of the target. So the entire raid should stack in one place in order to soak the damage and help the healers keep everyone alive.
After the volleys, about 25s into the Spread Phase, Chimaeron will start casting Massacre. During 4s cast, the Bile-O-Tron 800 will come back online and the healers need to get everyone back over 10k health. After Massacre, the Spread Phase resumes and the raid members have 15s to spread out before the next volley of Causting Slime.
Obviously, this phase is very intense for the healers and very straightforward for the other roles. The last 4s are particularly demanding because the entire raid will have suffered a great deal of damage from the volleys of Caustic Slime and everyone will have to be brought back over 10k health in order to survive the upcoming Massacre. Needless to say, AoE healing is a must.
Nuke Phase
Chimaeron retains his melee attack and the Double Attack mechanics.
The protection provided by the Bile-O-Tron 800 is still active.
Chimaeron enrage and gain Mortality. This ability renders Chimaeron taunt immune, increases the damage he takes by 10% (only in 10-man), and decreases all healing done by 99%. Chimaeron also gets a +150% speed increase.
When Chimaeron's health reaches between 22% and 20%, he will go into rage and gain Mortality. Because of it, Chimaeron will simply kill the raid members one by one in decreasing aggro order. Since healing is pointless (99% reduction from Mortality), each raid members will be attacked twice by Chimaeron before dying (and not just once, thanks to the still active Bile-O-Tron 800's protection is still active), unless they get hit by a Double Attack. As a result, the fight turns into a heavy DPS race (especially in 10-man, in 25-man, this phase is a lot easier) and everyone needs to participate, including the healers.
Avoid getting in that phase right after a Massacre because it will leave everyone below 10k health, with no possibility of healing them (because of Mortality) and that means that Chimaeron will only need to attack people once to kill them.
It is possible to reach the Nuke Phase right after Chimaeron enters the Stack Phase. In that case, Feud will last the normal 30s but Chimaeron will not be throwing Caustic Slime. Attempting this is risky because if you fail, you might enter the Nuke Phase while dealing with the damage from Caustic Slime which might render the Bile-O-Tron protection useless.
During the Stack Phase, Nefarian removes Feud from Chimaeron, enabling him to resume his Melee/Break/Double Attack while the Bile-O-Tron 800 is offline.
During the Nuke Phase, Nefarian afflicts every raid member with Mocking Shadows, which eventually wipes the raid.
The main change is that the fight now requires two tanks (the double-attack tank and the stack-phase tank), and one DPS with the ability to taunt the boss and keep aggro. The latter tank will be referred to as the main tank.
Because of Mocking Shadows, you will want your entire raid to be topped off before entering the Nuke Phase. The best timing to enter the Nuke Phase is after a Massacre (not one that triggers the Stack Phase of course, otherwise the Bile-O-Tron 800 will be offline). Have everyone hold on DPS at about 23% or 24% and wait for Massacre. After it has been cast, have everyone stack for easier AoE healing. Then you have about 15s to push the boss into the Nuke Phase before he starts casting Caustic Slime.
During the Stack Phase, you can use the fact that players afflicted by stacks of Break will not be targeted by Caustic Slime. You can keep the Stack Phase tank out of the stacking position to make healing them easier. If you are using a single main tank, then it is also advised to have them stay out of the stacking position because 4 stacks of Break are going to make them take increased damage that will be difficult to heal.
The encounter with Maloriak can be broken down in two phases: the Main Phase, during which Maloriak performs a variety of abilities with which the raid must successfully deal, and the Nuke Phase, triggered by pushing Maloriak below 25% health, and which is basically a DPS race to kill him before he wipes the raid.
The Main Phase represents the complicated part of the encounter and is itself broken down in a cycle of 3 sub phases: Red Phase, Blue Phase, and Green Phase. This cycle repeats until it is interrupted by Maloriak reaching 25% health. Because of the enrage timer, and the fixed duration of the cycle, your raid will only have time to complete 2 cycles before having to push Maloriak into the Nuke Phase.
The strategy for the Main Phase is conditioned by the 18 adds that Maloriak will periodically try to release by packs of 3. The raid can prevent him from doing so by interrupting his spell cast. The adds take 100% increased damage during the Green Phase, which is why they should be killed then. When Maloriak reaches 25% health, he will release all the remaining adds.
The idea is therefore to let Maloriak release 9 adds during the Blue and Red Phase of a cycle so that they can be killed during the Green Phase. Of course, it is possible to release 6 adds, then 12, or the other way around but releasing 9 each time spreads the damage on the off-tank(s), making the fight easier overall.
The Red and Blue phases can come in any order. The Blue Phase requires the raid to be spread out, while the Red Phase requires the raid to be stacked up, with the exception of players affected by a debuff who need to move out of the raid.
Main Phase
During the Main Phase, Maloriak has a set of abilities that he will always cast. In addition, each sub phase, temporarily grants him new abilities. The Blue/Red/Green Phase cycle has a fixed duration of approximately 2m and 35s:
15s - transition period, no additional abilities
47s - Blue Phase or Red Phase
47s - Red Phase or Blue Phase
21s - Green Phase
15s - transition period, no additional abilities
At the beginning of each sub phase, Maloriak throws a vial into his cauldron. Then he walks towards the cauldron to drink the resulting potion. This takes about 6s, during which Maloriak is harmless and casts no ability.
Release Aberrations releases 3 adds which need to be picked up by the off-tank(s). It sometimes needs to be interrupted to control the number of adds released. Maloriak continues casting this ability even when all the adds have been released. By then, the ability does nothing.
Arcane Storm does raid-wide damage and needs to be interrupted.
Remedy is a self-buff that Maloriak casts and that must either be dispelled or spellstolen.
In addition, Maloriak has a melee attack which he performs approximately every 1.5 to 2s. It deals approximately 25k damage in 10-man and 40k in 25-man difficulty.
Release Aberrations and Arcane Storm seem to have a 15s cooldown. They are always cast in succession, but the order changes randomly. Sometimes, a transition from one sub phase to another will occur between these 2 abilities, resulting in the second ability not being cast. Remedy will happen every other time, shortly after the second ability.
Throughout the Main Phase, you need to have one or two players dedicated to interrupting Arcane Storm.
Aberrations are released on the sides of the room, where you can see containers. A single cast can release 2 adds on one side and 1 add on the other. The off-tank(s) needs to be aware of that and be ready to go pick them up. 10-man raids should only need to use 1 off-tank, while 25-man raids will find that using 2 off-tanks makes the fight much easier. Each Aberration buffs itself and nearby Aberrations with Growth Catalyst. This buff stacks, which means that the more Aberrations you have released, the more damage the off-tank(s) will be taking. Each Aberration hits every 2s, for 5k per hit in 10-man and 10k per hit in 25-man difficulty, in average. Because of the buff, the Aberrations need to be tanked away from Maloriak.
Remedy needs to be dispelled as soon as possible. If you have a Mage in your group, let them spellsteal it for additional mana regeneration.
Blue Phase
During this phase, ranged players need to be spread out 5 yards apart while melee players can stack up, but they sometimes need to move out of the group. These constraints are due to 2 new abilities that Maloriak gains:
Flash Freeze is only cast at ranged raid members, one player at a time. This ability is the reason why players at range need to be spread out 5 yards. Anyone encased in ice by this ability should be freed as soon as possible. If someone fails to spread out and is targeted, the healers need to be on their toes to heal the damage that results from breaking the ice.
Biting Chill is only cast at raid members in melee range of Maloriak and deals frost damage to the affected player and nearby allies every second for 10s. For this reason, anyone affected by it needs to move away until the ability has worn out. This ability can target the tank and the off-tank.
Red Phase
During this phase, everyone, except the off-tank if they are tanking Aberrations already, needs to be in front of the boss, not necessarily stacked, but aligned with the tank and the boss. Occasionally, one player will need to move away from being in front of Maloriak. All this is due to the 2 new abilities that Maloriak gains:
Scorching Blast is an attack that targets a conic area in front of Maloriak, spreading the damage evenly among everyone inside the area. This ability is cast 2 to 3 times per Red Phase.
Consuming Flames is a debuff applied on a random raid member. It is cast 3 to 4 times per Red Phase and greatly increases the damage dealt to this player by Scorching Blast, forcing this player to move out of the conic area in front of Maloriak. This ability also deals damage which needs to be healed through.
Green Phase
During this phase, Maloriak's cauldron will cause every unit in the room, Maloriak and the raid members included, to be debuffed with Debilitating Slime. This debuff causes the Growth Catalyst buff that the Aberrations apply on themselves to be removed, giving the raid a 15s window to kill them. Therefore, this phase should be dedicated to killing the Aberrations.
After the cauldron erupts and debuffs everyone with Debilitating Slime, Maloriak will be knocked back towards the entrance, with anyone standing close to him. The tank and the players at melee range needs to be aware of this and avoid getting knocked back too.
The Aberrations should be tanked close to Maloriak so that AoE damage done to them also affects Maloriak. Since Maloriak is knocked back towards the stairs at the entrance of the room at the beginning of the Green Phase, the Aberrations should be brought there by the off-tank shortly before this sub phase begins.
Nuke Phase
This phase is a simple DPS race with only a few mechanics that are easy to dodge. It is triggered immediately after Maloriak's health reaches 25%, regardless of whether Maloriak is in a Blue, Red, or Green Phase.
During this phase, Maloriak only retains Remedy from the Main Phase. It must still be dispelled or spellstolen.
In addition to Remedy, Maloriak has the following abilities:
Release All Minions is cast once, immediately after Maloriak enters the Nuke Phase. It releases all unreleased Aberrations. It also releases two Prime Subjects.
Absolute Zero is cast every 10s in 10-man and every 7 to 10s in 25-man difficulty. It summons an ice orb which deals damage to nearby players.
Acid Nova is a raid-wide AoE damaging attack that needs to be healed through. It ticks every second for 10s and is applied every 30s.
Magma Jets is cast every 10s and is a heavily damaging attack that can wipe the raid if not handled properly.
The Prime Subjects that Maloriak summons deal melee damage every 2 to 3s for about 20k in 10-man, 40k in 25-man difficulty. They have one ability: Rend, which is a stacking debuff applied about every 6s on the Prime Subject's target.
The two important aspects of this phase are handling the Prime Subjects and avoiding the damage from Magma Jets. The Prime Subjects should be picked up by the off-tank as soon as they are released. They can be slowed, snared, etc., so that the off-tank can easily kite them around the room.
Maloriak should be tanked so that he faces a wall of the room. When he starts casting Magma Jets, the tank has 2s to move away before Maloriak covers the area in front of him with fire. After that, the tank should move Maloriak so that he faces another portion of the wall.
The damage on the off-tank will increase over time because of Rend. Damage reduction and healing cooldowns should be kept to deal with this stacking debuff towards the end of the fight.
The main addition of the Heroic version of this encounter is a new sub phase of the Main Phase, which we call the Dark Phase.
Maloriak's melee attacks deal approximately 40k damage in 10-man, and 60k damage in 25-man difficulty.
The Aberrations melee attacks deal approximately 12k damage in 10-man, and 16k damage in 25-man difficulty.
The mana and health regeneration of Remedy has been doubled.
The damage done by Scorching Blast has been greatly increased.
The damage done by Consuming Flames has been increased.
The damage done by Acid Nova has been doubled.
Prime Subjects gain a new ability called Fixate, which is cast a few seconds after a Prime Subject is released. It causes it to remain on its current target for the rest of the fight or until that target dies.
Dark Phase
The Dark Phase is the first sub phase of the Main Phase in Heroic difficulty. The Dark Phase has a fixed duration of approximately 95s, during which the raid must kill adds.
When Maloriak enters the Dark Phase, he will gain Imbued Shadow, which makes him immune to taunt.
Then, he summons 5 Vile Swills, which look like dark oozes. Each of them has 1.61M health in 10-man and 5.62M health in 25-man difficulty. They attack their tank every 2.4s and deal 12-13k damage in 10-man and 20-25k in 25-man difficulty.
Dark Sludge is cast by the Vile Swills at random members. It creates a dark puddle on the ground that deals 15k shadow damage twice per second.
Maloriak will cast Engulfing Darkness 7 times on the tank during the Dark Phase. The cast of the ability is 3s, followed by a channel of 8s during which the tank cannot be healed. Once a channel is over, the cast of the next Engulfing Darkness starts.
The important part of the Dark Phase consists in kiting the Vile Swills properly. They spawn under Maloriak and need to be taunted swiftly by the unique off-tank in 10-man and the 2 off-tanks in 25-man difficulty. Then, they must be kited around the room, following the walls.
The melee DPS should stack on the off-tank(s). The ranged DPS should stay clear of the path where the adds will be kited, so as to avoid forcing the melee group to pass through misplaced puddles.
Maloriak should be tanked facing the back of the room so that no one besides the tank gets hit by Engulfing Darkness. This ability prevents healing on the tank while it is being channeled. Therefore, the tank can only be healed while Maloriak is casting, so roughly 3s every 11s. In that small time window, the tank must be topped off so as to be able to withstand and survive the next channel.
Nuke Phase
A few seconds after spawning, Prime Subjects cast Fixate on their current target. Their off-tank must have aggro on them before they do so. Failure to pick up the Prime Subjects in time is problematic as they will keep on attacking their original target after Fixate has been cast. Once the Prime Subjects are fixated on the off-tank(s), they should simply be slowed, snared, etc., while the off-tank(s) kite them around the room.
The fight against Nefarian is a three phase encounter. Phase One begins when your raid first engages Onyxia, and lasts until Onyxia dies. During this phase, your raid will have to face off against Nefarian and Onyxia together, and handle Onyxia's rather unique electricity resource. In addition to this, several adds must be dealt with. During Phase Two, the platform where you were fighting Nefarian and Onyxia will become covered in lava, and your raid members will need to jump up onto three metal pillars in order to avoid dying. Your raid will have to deal with three adds which must be interrupted and killed, while also receiving regular, unavoidable damage from Nefarian. When all three adds are dead, or 3m have gone by, Phase Two ends, and the lava subsides. Phase Three is a balance between burning Nefarian and carefully controlling adds.
Phase One
Phase One starts with your raid jumping down into the fight area and engaging Onyxia. This phase is the most difficult, and the one which will require the most practice from your raid.
During Phase One, your raid will face Onyxia, Nefarian and Animated Bone Warriors.
Onyxia has several abilities, two of which are usual for dragons:
Shadowflame Breath is frontal cone breath attack which she performs regularly.
Tail Lash is a tail attack which damages enemies in a cone around Onyxia's tail, and stuns them for 2s.
Lightning Discharge is an AoE attack which regularly damages targets at Onyxia's sides for heavy nature damage every second for several seconds. It is easy to tell when Onyxia is about to cast this ability, as her sides sparkle for several seconds in advance.
Onyxia has an Electricity resource. Her electricity bar increases slowly over time, and on reaching its maximum capacity of 100, it causes her to explode, dealing a massive amount of raid damage and essentially causing a wipe.
Children of Deathwing a buff which Onyxia and Nefarian both gain whenever they are within 50 yards of each other. It increases their attack speed.
When Onyxia is engaged, Nefarian descends onto the platform and begins attacking your raid. He lands 30s after Onyxia is first engaged.
Nefarian is present in all three phases of the encounter. During Phase One, he has the following abilities:
Shadowflame Breath, Tail Lash, Children of Deathwing and Electrocute every time Nefarian loses 10% of his health, he casts Electrocute. It causes the entire raid to take a large amount of unavoidable nature damage.
After the start of the fight, shortly after landing, Nefarian will spawn 5 adds in 10-man and 10 in 25-man difficulty, called Animated Bone Warriors. They have extremely high amounts of health, and should not be killed. These adds are present during Phase One and Phase Three of the encounter, but their mechanics are identical in both phases. They are susceptible to most forms of crowd control, from slows, to roots, to stuns.
They have an energy bar, which decreases slowly over time, independently of player action. When the bar reaches 0, they will deactivate and essentially despawn. The adds energy bar will be refilled if they are touched by any Shadowflame effects, namely Onyxia or Nefarian's breath attacks, or by Shadowblaze Spark. If the adds are inactive when they are hit by one of these abilities, they will come back to life with full energy. Otherwise, their energy bar will simply return to maximum. While they are alive, the adds increase their damage done and movement speed, each time they perform melee attacks. This effect stacks.
Tank Onyxia and Nefarian at least 50 yards apart to avoid Children of Deathwing from being active.
Kill Onyxia before she reaches maximum electricity, while also bringing Nefarian below 80% health.
Deal with Animated Bone Warriors, and have them deactivate in roughly the same place.
Avoid damage from other fight mechanics such as breath and tail attacks, as well Onyxia Lightning Discharge.
The aim of your raid is to kill Onyxia shortly after Nefarian casts his second Electrocute. If for some reason your raid's DPS is low, causing Onyxia's Electricity bar to reach 100 before that time, you should kill her even if you've only had one Electrocute. Thus, your raid should begin DPS Onyxia at the start of the fight. She should be brought to low health, after which everyone should move over and DPS Nefarian. He should be brought down to 80% health, and then your raid should switch back to Onyxia and finish her off.
Phase Two
Phase Two begins with Onyxia's death. Nefarian will walk to the center of the arena and fly up in the air. At the same time, the arena will become covered in lava. Your raid will need to seek the refuge of the three metal pillars located around the arena in order to avoid dying to the lava.
During Phase Two, Nefarian flies in the air above the raid, and attacks them with Shadowflame Barrage. The ability hits several targets at once, at random, inflicting a moderate amount of damage.
Three Chromatic Prototypes will appear at the start of Phase Two, each located on one of the three pillars which your raid must stand on to avoid the lava. They have no aggro tables and do not perform melee attacks. In fact, their only ability is Blast Nova, which they cast very often. This ability must be interrupted every time, as it deals a large amount of raid-wide damage which will, in all likelihood, lead to a wipe. The cast time is quite high, and the interval at which it is cast allows for a single interrupter per add in 10-man, while two are needed in 25-man. When all three of them are dead, Phase Two will end and Nefarian will descend to the arena once more.
You should split your raid up into three teams, each consisting of at least 1 healer and 1 interrupter in 10-man, and 2 healers and 2 interrupters in 25-man difficulty. Balancing your raid as much as possible is crucial for the success of this phase. 10-man raids will want to have a split of 3-3-4, with one healer and one interrupter on each pillar.
This phase is extremely simple in execution. All that is required is that the Chromatic Prototype adds are interrupted at all times, and that healers keep up with the damage caused by Nefarian's Shadowflame Barrage.
When all three Chromatic Prototype adds are dead, or three minutes have elapsed from Onyxia's death, the phase ends, the lava subsides and Nefarian lands again, triggering Phase Three.
Phase Three
Shortly after landing, Nefarian will reactivate all the adds.
Nefarian gains a new ability, called Shadowblaze Spark. This causes Nefarian to shoot a ball of Shadowflame at the location of one of the Animated Bone Warriors, from which flames will then quickly spread. The spark has a roughly 5s travel time, giving the tank ample time to move the Animated Bone Warriors away from the targeted location.
If players are damaged by the resulting flames, the speed at which they spread is increased. It deals heavy damage per second.
Shadowblaze Spark and its resulting flames will revive the Animated Bone Warriors that they come in contact with. In addition to its revitalizing effects, it also removes any forms of crowd control from them.
Nefarian should be tanked in the center of the room, and everyone should stack to one of his sides. He still performs his breath and tail attacks, so players should be careful not to be damaged by them.
Nefarian also continues to cast Electrocute each time he loses 10% of his health. This is, however, the only source of unavoidable raid damage during this phase, so healing it is quite easy.
The most crucial part of Phase Three is the tanking of the adds. A warrior tank is ideal for this task, as they can both reliably slow the adds with Piercing Howl and stun them with Shockwave.
Each time Nefarian casts Shadowblaze Spark, it will be targeted at one of the adds. If the spark touches the adds, it will refresh their energy, meaning that they will not go inactive. This must be avoided. If done correctly, the adds will deactivate after 33s of being alive, resetting their buff which increases damage and movement speed. As they are stationary, the next Shadowblaze Spark will reanimate them, but their stacks will have gone away. Your add tank should continually kite them in this fashion, until Nefarian is dead.
The Nefarian tank should always keep an eye out for the add tank's position, and rotation Nefarian accordingly, so that he is always at his side. The raid will also need to adjust their position, to be at Nefarian's side.
The heroic mode of Nefarian is a most unforgiving encounter.
The encounter against Nefarian, on heroic mode, is essentially a giant DPS race. His health pool is extremely large, and your DPS would find it impossible to kill him before the 10m and 30s enrage timer, were it not for a heroic-only mechanics.
During Phases One and Three, every 15s, Nefarian casts Dominion on 1 random player in 10-man and 5 in 25-man difficulty. This acts like a mind control. Players affected by it have their action bar replaced by two buttons, corresponding to the following abilities:
Free Your Mind instantly breaks the player out of the mind control.
Siphon Power stacks a buff on the player called Stolen Power. It has no cooldown and it is instant cast.
Stolen Power stacks up to a maximum of 150 stacks, and each stack provides a 3% increase to damage and healing done, for a grand total increase of 450%.
When a player is mind controlled, their character will begin to run towards a portal. When the player reaches the portal, he is instantly killed. As such, while under the effects of Dominion, you have no control whatsoever over your character, except to break out of the mind control or stack Stolen Power. While useful for healers, Stolen Power is essential for DPS players, in order to beat the enrage timer.
As a DPS player, when under Dominion, you should always aim to get as many stacks of Stolen Power as possible, while making sure you break the mind control before reaching the portal. The Stolen Power buff lasts only 15s, and also grants a movement speed increase, allowing you to quickly get into position again, after your character had walked off.
During Phase Two, every 20s, Nefarian will cast Explosive Cinders on 1 random player in 10-man and 3 in 25-man difficulty. This places a debuff on the target. After 8s, when the debuff wears out, the player explodes, dealing a moderate amount of damage to and knocking back any players within 8 yards.
Simply put, players affected by this will need to jump off their pillar and into the lava when their debuff is about to run out, have it explode away from other players, and then make their way back to the pillar.
Animated Bone Warriors also deactivate after 50s.
Blast Nova's cast time has been reduced to 1.5s.
Shadowblaze Spark is cast a higher frequency during Phase Three.
Phase Two ends with the death of the first Chromatic Prototype, and Nefarian will land even while the other(s) are still alive. The 3m maximum duration of the phase still exist.
Players who are under Dominion cannot be healed, nor do they receive damage from Nefarian or Onyxia, or any of the adds.
Players who are under Dominion can and should be slowed by your other raid members, so as to have longer before reaching their portals.
Players who are under Dominion and whose portal path takes them in front of Nefarian should break their mind control immediately, as his breath will instantly kill DPS players on heroic mode.
Players should pay attention to when the next Electrocute is about to occur, and break their Dominion early in case they are low on health, so that healers have enough time to heal them.
Players getting targeted twice (or more) in a row by Dominion should only cast Siphon Power once to refresh their 150 stacks, and then break the mind control, to maximise their time DPS.
During Phase Two, while having to keep a much closer eye on the casts of Blast Nova, you must also pay special attention to Explosive Cinders.
If you are targeted by this ability, wait until you have 3-4s left on the debuff before moving out and then back once you have exploded.
You also want to make sure that the Chromatic Prototypes die at roughly the same time, due to the fact that the first one's death will cause the phase to end.
Phase Three is arguably the simplest and easiest one. Simply have your whole raid stand at Nefarian's side and DPS him, while being prepared to move in case the fires from Shadowblaze Spark come too close. Dominion is still present, and because of the great number of Electrocutes as well as the fire on the ground, players should pay special attention to their health and not hesitate to break the mind control early in order to receive healing.
The handling of the Animated Bone Warriors is slightly more difficult than in normal mode due to the higher incidence of Shadowblaze Sparks as well as the fact that they only deactivate after 50s, but the same rules apply.