Mogu'shan Vaults
The mogu, proud of their supremacy, kept lengthy records of their accomplishments within a great complex of vaults. The construction of these vast chambers predate any pandaren written records, shrouding their depths in mystery. Rumors once circulated of a mighty army locked within, for this reason the vaults were the first target of the ancient pandaren rebellion, and they have been sealed ever since the mogu empire was overthrown.

  • The Stone Guard
  • Feng the Accursed
  • Gara'jal the Spiritbinder
  • The Spirit Kings
  • Elegon
  • Will of the Emperor
  • Overview

    The first line of defense against those daring to enter the vaults is a stolid row of enchanted, bestial statues. Hard as granite and ceaseless in their vigil, the sentries of the Stone Guard present an insurmountable wall of flame, fangs and claws.

    Make sure, that You have read the Encounter Journal, first!


    Strategy

    This encounter consists in a single phase that repeats until you defeat the four Quilen Guardians that make up The Stone Guard: Amethyst Guardian, Cobalt Guardian, Jade Guardian and Jasper Guardian.

    The Guardians have a shared health pool, and each Guardian has its own individual energy bar. The Guardians gain energy when they are close to other Guardians, and when a Guardian reaches maximum energy, it unleashes a very damaging, raid-wide attack. Each Guardian has its own version of this maximum-energy attack, they are called Overloads. Fortunately, at any given time, one of the Guardians is also providing protection to the raid from its own maximum-energy attack, in the form of a 90% damage reduction from that attack.

    Therefore, the main objective of the encounter is to control the order in which the Guardian's energy bars fill up, by moving them close to and away from other Guardians, depending on which Guardian is applying the debuff.

    A few seconds after a Guardian uses its maximum-energy attack, a new Guardian will start applying its debuff, and it is this Guardian that you must get to maximum energy. This cycle continues until you defeat the Guardians.

    Finally, note that in 10 man, only 3 of the 4 Guardians are active (which of the 4 are active is chosen at random each lockout), while in 25 man all 4 are always active.

    The strategy for defeating The Stone Guard revolves around two concepts.

    Each Guardian who casts Petrification must overload (reach 100 energy) before he finishes petrifying.

    Do not allow Overloads to take place without the respective Guardian's Petrification being active. For example, Amethyst Overload should not happen without the raid being protected by Amethyst Petrification.

    This means that the Guardians will have to often be moved close and away from one another, in such a way that the petrifying Guardian is always within 12 yards of another Guardian (so that he gains energy, in order to overload). At the same time, you should minimise the amount of energy that non-petrifying Guardians get, by rotating which of them is in close proximity of the petrifying Guardian.

    The energy generation of the Guardians is determined entirely by their positioning, so it is up to the tanks to make sure that the strategy of the encounter is executed properly. It is optimal, for several reasons, for the tanks to remain stationary in the pre-assigned tanking locations, and to simply perform taunt switches between them, whenever a Guardian must be moved.

    Tanks must expect to taunt Guardians roughly every 20s, which is neither problematic in terms of the cooldown of taunt, nor in terms of the diminishing returns.


    Heroic Mode

    In heroic mode, the Guardians all have greatly increased health pools. This aspect turns the fight into somewhat of a dps race, but this is made trivial by the heroic only mechanic of the encounter.

    In addition to this, every single mechanic in the encounter deals significantly more damage than in normal mode. This includes the melee attacks of the Guardians.

    The novelty of the heroic mode of the encounter stems from the interaction between your raid, the tiles that make up the room's floor, and several crystals that are present in the room. By executing the strategy properly, your raid will benefit from a buff that will greatly increase your dps and Spirit, allowing you to better handle the boss increased health and damage.

    In order to obtain this buff, several of your raid members will have to interact with crystals present around the room, and subsequently stand on specific areas of the floor.

    For each active Guardian, there is a crystal located in the room. In 10 man, where only 3 Guardians are active, there are only 3 crystals. These crystals are unattackable, and they do nothing on their own. When a raid member interacts with a crystal (by clicking it in melee range), they (the raid member) gain a debuff. This debuff deals damage to the affected raid member, but it also allows them to subsequently buff the raid. The debuff depends on which crystal the raid member interacts with, but the only difference between the crystals is the school of magic damage that they deal.

    Interacting with a crystal, therefore, adds the respective debuff to the player. The debuff lasts 30s, and starts out with a number of stacks when it is first applied (10 stacks in 10 man, and 7 stacks in 25 man). These stacks are progressively lost. For each stack, the player takes a small amount of damage every second. Even though the damage dealt per stack is rather low, the players will take high damage after having just clicked the crystals, since the stacks will be at their highest.

    The next part of the mechanics involves the floor tiles. Whenever a raid member who is affected by a debuff from a crystal walks on a floor tile, this tile becomes energized, and a stack of their debuff is removed. Indeed, there are two types of floor tiles, according to the in-game classification.

    White Floor Tiles are all of the tiles that make up the floor of the room. This excludes the central area, which is of a darker colour, and is also partly covered by a carpet. White Floor Tiles do not do anything on their own, this is the default state of the floor, which is modified by debuffed players stepping on them.

    Energized Tiles are White Floor Tiles that have been stepped on by players affected by a debuff from a crystal. Energized Tiles glow brightly, and for each one your raid gains a stack of Energized Tiles.

    Energized Tiles increases the damage done and Spirit of all your raid members by 1% per stack. The buff has a 10m duration, however all the current Energized Tiles are reset by the bosses when they reach 75% and 40% health.

    Finally, the energy of Guardians appears to no longer slowly decrease when they have the Solid Stone effect active.

    The strategy for the heroic mode is very simple and straightforward. In addition to performing all of the normal mode tasks, the heroic strategy can be easily summarised.

    Have several raid members take the debuffs from the crystals, and energize White Floor Tiles around the room.

    Stop energizing tiles at around 100 stacks of Energized Tiles, and simply focus on dps the bosses.

    After the Energized Tiles are reset at 75% and 40%, re-energize them until you have about 100 stacks of Energized Tiles.


    Kill Video

    Overview

    Long ago, Feng Shri was the Mogu'shan Vaults caretaker, tasked with preserving the treasures kept within these shadowy halls. After years of faithful service, he was caught stealing from the shelves (although some say he was framed by a jealous underling), and the mogu ruler punished him with a fatal curse. The doomed spirit of Feng Shri has wandered the vaults ever since, communing with the shades of past mogu heroes and warlords.

    Make sure, that You have read the Encounter Journal, first!


    Strategy

    The encounter against Feng the Accursed is a three-phase fight.

    For the first 5s of the fight, the boss simply melees and deals a minor amount of raid damage through an ability that he uses throughout the fight.

    Phase 1 begins 5s after the boss is engaged and ends at 66% health.

    Phase 2 begins at 66% health and ends at 33% health.

    Phase 3 begins at 33% health and ends when the boss is dead.

    During each phase, the boss uses 2 abilities specific to that phase. He also has two shared abilities, which he uses during all phases. One of the two shared abilities (a stacking debuff applied to the tank) changes slightly in each phase, but we will still treat it as a single ability.

    The fight is exclusively single-target, there are no adds or secondary targets to attack.

    The fight presents a small peculiarity, in that the tanks gain access to two abilities that can be used to help the raid deal with some of the encounter mechanics.

    The abilities are not given to the tanks by default, there are two small crystals present on the ground, at the start of the fight. Clicking these crystals will grant the clicking tank the respective ability. There are only two crystals, one for each of the two abilities, and each tank can only have one ability.

    Nullification Barrier creates a sizeable protective barrier around the tank who uses it, lasting up to 6s (it is channeled). Anyone inside the barrier is protected from magic damage and debuffs. The ability has a 1m cooldown. It is interesting to note that this spell also affects the boss, preventing him from receiving certain buffs from his own abilities.

    Shroud of Reversal is a buff that the tank can place on a raid member. This allows the tank to mimic the first spell cast against that ally and to cast it back at the boss. The ability has a 30s cooldown.

    Moreover, in each phase, Feng applies a stacking debuff to the tanks, which requires a tank switch. The list of debuffs, is in the order of the phases that they belong to.

    Lightning Lash is a stacking debuff that Feng applies to the tank. It deals nature damage every 2s for 20s.

    Flaming Spear is a stacking debuff that Feng applies to the tank. It deals fire damage every 2s for 20s.

    Arcane Shock is a stacking debuff that Feng applies to the tank. It deals arcane damage every 2s for 20s.

    These abilities all warrant a tank switch. It is recommended that the off-tank taunts the boss when the current tank has 2 stacks of the debuff. Also, it seems that Shroud of Reversal can be successfully used to mimic these debuffs, and apply them to the boss.


    Phase 1 : Spirit of the Fist

    Epicenter is an earthquake that lasts for 10s and deals damage to all raid members every second. The damage of Epicenter is lower, the farther from the boss you are while he is channeling the spell. Additionally, while Epicenter is being channeled, all players are debuffed with a 75% reduced chance to hit. Feng casts Epicenter once every 30s.

    Lightning Fists is a harmful spell, essentially a shockwave, that Feng regularly casts in front of him. Anyone in the path of the shockwave takes a large amount of nature damage, and is stunned for a few seconds.

    Feng moves to the statue of the Spirit of the Fist. There is no reason to move him from this location, so this section will assume that he is tanked there.

    Melee dps players and tanks will, of course, be in melee range. Ranged dps players and healers should spread out loosely around the center of the room.

    Lightning Fists is not at all difficult to deal with. Since melee dps (and the rest of the raid) should generally be behind or to the side of Feng, they should never be hit by it. The tanks should simply do their best to avoid being hit by this ability (it has a cast time).

    The main issue in Phase 1 is dealing with Epicenter. Dealing with this ability is made considerably easier thanks to Shroud of Reversal and Nullification Barrier.

    Shroud of Reversal can be used to great effect to mimic Lightning Fists and use it to stun the boss during Epicenter. Here is what you should do.

    Place Shroud of Reversal on the tank.

    Have that tank get hit (and stunned) by Lightning Fists.

    When Epicenter starts, cast Lightning Fists on Feng.

    In the event that neither Shroud of Reversal, nor Nullification Barrier can be used (for whatever reasons), your raid (including melee dps and tanks) should stack in the center of the room, and alternate healing and defensive cooldowns to survive the damage. All ranged dps players will have to deal with the 75% reduced chance to hit, and should look for ways to minimise the effect this has on their dps. For example, DoT classes should refresh the DoTs before the Epicenter starts, so that they continue to tick throughout its duration.


    Phase 2 : Spirit of the Spear

    Wildfire Spark is a debuff placed on a random raid member, which after 5s, turns into a fire patch. The fire patch expands and moves along the floor of the room, dealing high fire damage per second to anyone standing in it. Feng usually applies this debuff several times in quick succession on random raid members, after which he pauses for about 30s, before applying it several times again and so on. During his pauses, he uses Draw Flame. Sometimes, however, he even casts Wildfire Spark during a channel of Draw Flame.

    Draw Flame is an ability that Feng uses to absorb all the wildfire present in the room, stacking a buff on himself. The number of stacks of the buff is proportional to the amount of wildfire that he absorbs. The buff causes Feng's melee swings to deal a large amount of fire damage to the entire raid. Each melee swing removes a stack of the buff. Feng casts this ability every 30s. Entering Phase 3 does not remove Feng's Draw Flame buff, if it is active.

    Wildfire spreads whenever players come in contact with it. This should be avoided, since more patches of wildfire result in more raid damage dealt by the boss due to Draw Flame.

    Whenever a player is affected by the Wildfire Spark debuff, they should be quick to move away from other raid members before the debuff expires. Ideally, you should assign an area of the room (close to one of the edges) where everyone should aim to drop their wildfires.

    It is important to note that the wildfire patches travel slowly along the floor, so players must always be aware of their position and check if any wildfires are approaching.

    When Feng casts Draw Flame, all the wildfires in the room quickly move along the floor, to Feng. Anyone in their path will take damage, and players being one-shot by this is not an uncommon occurrence.

    For this reason, it is ideal if all of the wildfires are dropped to one side of Feng, and that the entire raid position themselves on the other side of the boss when he channels Draw Flame. Doing so should allow most players to avoid taking any damage from wildfires that are being sucked into Feng.

    Draw Flame will result in a large amount of raid damage, even if your raid has controlled the wildfire patches perfectly. This will require a large amount of healing, as well as healing and defensive cooldowns.


    Phase 3 : Spirit of the Staff

    Arcane Velocity is a channeled spell that deals raid-wide damage to all players. The farther players are from the boss, the more damage they take. Feng casts this ability roughly every 20s.

    Arcane Resonance is a debuff placed on one random raid member in 10 man, and two random raid members in 25 man. This debuff causes arcane damage every second to that player and to all allies within 6 yards. The damage done to allies is increased for each player affected. This debuff is cast roughly every 20s.

    Arcane Resonance prefers ranged dps players and healers. Indeed, provided that any such players exist in your raid, they will always (seemingly) be targeted by Arcane Resonance. Note that this considers the spec of the player and not their location (for example, healers who are in melee range can still be debuffed).

    The damage of Arcane Velocity, when you are not exactly in the same location as Feng, is huge.

    The damage that Arcane Resonance deals if a player affected by it is in the vicinity of many other players, is also huge (it will cause many deaths instantly).

    Arcane Resonance is often cast immediately before or immediately after the channel of Arcane Velocity.

    Melee dps players and tanks can safely stay within Feng's melee range, since they should never be targeted by Arcane Resonance.

    Ranged dps and healers must: spread out around the boss, so that few or no players are within 6 yards of each other.

    Move in and stack for Arcane Velocity only after the Arcane Resonance debuffs have been cast by Feng. The affected players must, of course, remain away from Feng.

    Spread out again 1-2s before Arcane Velocity ends. This is crucial, since there is no time to react to Arcane Resonance being cast otherwise.

    While Arcane Velocity is being cast, healers should expect a massive amount of damage. Most of the raid will be taking damage from Arcane Velocity, while the players who are affected by Arcane Resonance will be taking damage from the debuff, as well as increased damage due to being farther away from Feng.


    Heroic Mode

    Feng no longer enters his phases in a predetermined order. Rather, he enters a new phase at 100%, 75%, 50% and 25% health. The phase he enters is the phase associated with the statue he is nearest to, allowing your raid to choose the order of the phases. Feng can only enter each phase once, as the respective statue is destroyed when Feng absorbs it.

    Every time Feng enters a new phase, he gains a stack of Strength of Spirit, which buffs his damage done by 5% per stack, until the end of the fight.


    Phase 4 : Spirit of the Shield

    Shadowburn is a stacking debuff that Feng applies to the tank. Shadowburn inflicts shadow damage.

    Chains of Shadow is an ability that Feng spams with relatively high frequency. It deals damage to a random player and then jumps to other nearby targets, dealing damage to them as well. The damage to each successive target is lower than the damage to the one before. In 10 man, Chains of Shadow affects 3 targets, while in 25 man it affects 8.

    Siphoning Shield is cast by Feng every 30s. He throws his shield at a nearby location, which causes a number of adds (5 in 10 man, and 10 in 25 man) to spawn on the location of random raid members.

    The adds, called Soul Fragments, simply travel towards the shield. They perform no other actions and deal no damage. Upon reach the shield, each Fragment heals Feng for 5% of his maximum health.

    The Soul Fragments can be slowed, stunned and knocked back.

    Recommended order of Phases is: Spirit of the Staff, Spirit of the Fist, Spirit of the Shield and Spirit of the Spear.


    Kill Video

    Overview

    Leader of the Zandalar trolls assault on the vaults, Gara'jal is determined to crack open this trove of ancient mystery and bring back whatever arcane power and knowledge he can find. Gifted with dark talents and surrounded by a loyal cadre of Zandalar mystics, he has broken through the outer walls, and will not rest until the vaults belong to him.

    Make sure, that You have read the Encounter Journal, first!


    Strategy

    The fight against Gara'jal the Spiritbinder is a single phase fight that takes place in two different realms. The boss, as well as your raid, is located in what we now call the Normal World. Several adds are located within the Spirit World, from where they continuously damage your raid.

    Throughout the fight, several raid members will choose (and in some cases, be forced) to temporarily go into the Spirit World, in order to kill adds, and keep raid damage under control.

    When the boss reaches 20% health, he goes into a frenzy, dealing increased damage. More importantly, the raid damage will increase as well. Indeed, at this stage, players will no longer be able to enter the Spirit World to kill the adds. This constitutes a soft enrage mechanics that will eventually wipe the raid.

    Gara'jal will summon Spirit Totems, every 20s. These totems are the only means for your raid members to enter the Spirit World, with the exception of your tanks, who have an additional means available, namely Banishment.

    Gara'jal turns the current tank and 2 other random raid members (3 raid members in 25 man) into Voodoo Dolls. 70% of the damage taken by each Voodoo Doll is also dealt to the other Voodoo Dolls (excluding, of course, the transferred damage from Voodoo Dolls itself). The effect lasts for 1m. Voodoo Dolls cannot enter the Spirit World (such as through the use of Spirit Totems).

    Banishment is cast by Gara'jal on the Voodoo Doll tank, as soon as the Voodoo Doll effect expires. This sends the tank into the Spirit World.

    Every 8s or so, Gara'jal will use a shadowy attack against the tank. This is simply an attack that deals shadow damage and ignores absorption effects.

    Frenzy increases Gara'jal's attack speed by 50% and his damage by 25%, when he reaches 20% health. Once in the Frenzy state, Gara'jal stops summoning Spirit Totems.

    The strategy for the Normal World is rather simple. Damage Gara'jal and heal the raid and tank damage. Account for the increased damage taken by Gara'jal's tank.

    The off-tank must prepared to taunt the boss whenever the current tank is Banished to the Spirit World.

    Contend with the very intense damage your tank and raid will sustain after Gara'jal goes below 20% health.

    The off-tank must be prepared to taunt Gara'jal as soon as the main tank is Banished to the Spirit World. This will happen immediately after Voodoo Dolls expires from the main tank and it should be easy to track.

    While Vodoo Dolls is active on a tank, Gara'jal will only attack that tank, and it is not possible for the other tank to take over. Taunting Gara'jal during this time still affects the threatle normally, but the boss will simply not act on this. As such, the off-tank can make sure to be second (or first) on threat by the time the main tank is Banished, at the end of Voodoo Dolls.

    When the Gara'jal goes below 20% health, he goes into a Frenzy. This causes the boss to do increased damage to the tank, but, more importantly, it prevents the raid from entering the Spirit World and killing the adds located there. This means that the raid damage will continue to escalate as more and more adds spawn. As a result of this, the tank damage will also escalate because of the increased damage on the Voodoo Doll raid members.

    Healers must be prepared for this period and have all their defensive cooldowns available. This is also the ideal time for Heroism, Bloodlust and Time Warp.

    The only means of entering the Spirit World, for everyone except tanks, is through Spirit Totems.

    Here, the Spirit Totems summoned by Gara'jal are attackable and killable (their health is very low). When a Spirit Totem is killed, the closest 3 players (within 6 yards) to it are transported into the Spirit World.

    Players may remain in the Spirit World for, at most 30s. Players who are still in the Spirit World when 30s expire are instantly killed.

    The only way for the Return Soul button to appear is for the player to be healed up to 100% health.


    Heroic Mode

    Gara'jal has vastly more health, but the enrage timer remains the same.

    Voodoo Dolls take 100% of the damage taken by the Voodoo Doll tank, up from 70% in normal mode.

    Gara'jal and the adds all deal considerably more damage with all of their abilities.

    Players who return to the Normal World are debuffed with Frail Soul, which kill them if they attempt to enter the Spirit World again within 30s.

    Tanks who enter the Spirit World as a result of Banishment now have to defeat three Severer of Souls adds, instead of just one. Two of these three adds are also visible to other players in the Spirit World, while the other is only visible to the tank.


    Kill Video

    Overview

    Ancient records tell of these legendary rulers, powerful mogu who carved an empire from the very rock of Pandaria. Their names still cause the land to tremble: Zian of the Endless Shadow, Meng the Demented, Qiang the Merciless and Subetai the Swift. Some say their spirits lurk in the vaults, lost in ghostly memories of battle and glory.

    Make sure, that You have read the Encounter Journal, first!


    Strategy

    The Spirit Kings encounter is a council-type fight, in which you will face 4 bosses, one at a time, in random order. The first boss you will face is always the same, while the order of the other three changes on an attempt-by-attempt basis. Each new boss becomes active when the previous one has been defeated. Each of the bosses has his own health pool and his own set of abilities.

    Each boss has one ability which he retains after being defeated, and which he will continue to use against the raid for the remainder of the fight (while you are fighting the other bosses). This means that the fight becomes harder as you near the end, reaching its difficulty peak when you are fighting the final boss.

    Because it is unknown in which order the bosses will activate, you must always be prepared to deal with any combination of the boss retained abilities.

    The fight involves a lot of movement, and proper positioning is an important requirement for success, throughout the course of the fight.


    Qiang the Merciless

    Flanking Orders summons a row of Mogu warriors. They walk forward independently of any raid actions and are unattackable. The wave spawns at a random edge of the arena and slowly moves across it in a predictable fashion. The row is not very long, meaning that players can easily avoid it by moving to either side of it. The warriors constantly deal a massive amount of physical damage to all enemies in front of them, essentially one-shotting any careless raid members who do not move out of their path. The boss uses this ability every 40s while he is alive and every 75s after he is defeated.

    Massive Attacks is a frontal cone attack that deals a massive amount of damage, split between all affected players. The boss uses this ability every 5s.

    Annihilate is an aoe attack that deals a very large amount of damage in an area on the ground. The spell has a 3s visual effect on the ground, before it deals its damage, making it easy to get out of its way. The boss uses this ability every 40s.

    Have your tanks tank the boss in the center of the room.

    Have your entire raid stacked up in front of the boss, so as to minimise the damage taken from Massive Attacks.

    Make sure that everyone promptly moves to avoid both Annihilate and Flanking Orders.

    Your raid will essentially treat this boss as a tank and spank fight.


    Zian of the Endless Shadow

    Undying Shadows selects the location of a random raid member and a few seconds later summons an attackable add there. The add fixates on the nearest raid member and follows that player around, dealing damage to all players within 10 yards of it. When the add is killed, it forms a large void zone. Over the course of 30s, the void zone shrinks in size, until it finally transforms back into the original add. This add then fixates on the nearest target once more and the process repeats itself. After the void zone shrinks for the second time, it disappears entirely and no add spawns. Zian casts this ability every 40s while he is alive and every 85s after he is defeated.

    Shadow Blast is an interruptible spell that Zian often casts at the location of a random raid member. Shadow Blast deals a large amount of shadow damage to everyone within 8 yards of the target's location. Zian casts Shadow Blast every 4-5s.

    Charged Shadows is a spell that deals a high amount of shadow damage to a player, and then jumps to any targets within 8 yards of that player, damaging them as well.

    The best way of dealing with Undying Shadows can be summarised thus. Have the person that the Undying Shadows fixate on kite them to the edge of the room, and then kill the Undying Shadows immediately.

    Doing this will result in the void zones generated by Undying Shadows being out of the way of your raid, and not hampering your movement when avoiding other abilities.

    Even though it is tempting to dps the Undying Shadows as soon as they appear, doing this can cause them to leave their void zone in entirely undesirable locations, which should be avoided.

    Ranged dps are best suited for the Undying Shadows.


    Meng the Demented

    Meng the Demented is a bit different from the other Spirit Kings, in the sense that he has an insanity bar that increases slowly over time. When the insanity bar reaches maximum capacity, it resets, and the boss insanity begins to grow once more. Meng has two passive abilities, only one of which is active at one time. The two passive abilities alternate, changing each time Meng's insanity reaches maximum capacity.

    Crazed increases Meng's physical damage by 200% of his current insanity.

    Cowardice causes Meng to reflect damage back to the raid, equal to 50% of his current insanity. So, if Meng has 60 Insanity, he will reflect 30% of the raid's damage.

    Meng also has two active abilities that he uses regularly.

    Maddening Shout is a spell which turns all raid members hostile to one another, allowing them to attack each other. Moreover, it causes all raid members to suffer shadow damage every 3s. The effect ends when each player has sustained 40,000 damage from another player. Meng casts Maddening Shout every 50s while he is alive and every 85s after he is defeated.

    Crazy Thought is an interruptible spell that increases Meng's insanity by 10. He casts this ability very often (every 5s or so).


    Subetai the Swift

    Pillage causes Subetai to charge a random raid member and debuff all players within 8 yards with Pillaged. This debuff, which lasts 15s, reduces damage and healing done by 50%, and increases physical damage taken by 50%. The boss casts this ability every 40s.

    Volley is a 3-step frontal cone attack. First, Subetai fires a volley of arrows in a wide cone in front of him, dealing a moderate amount of physical damage. A second later, he fires again, but this time the cone is less wide and the damage is higher. A second after that, Subetai fires a final volley, in a narrow cone, dealing massive damage.

    Rain of Arrows targets a random raid member, and fires a volley of arrows at that location. All players in an 8 yard radius of this location are stunned by Pinning Arrows, which deal physical damage to the players every second. The Arrows are attackable and killable, something that is required in order to free the players.

    As you can see, the abilities of Subetai require your raid to be spread out, which makes them rather trivial to deal with. However, depending on which defeated bosses you are facing at this stage of the fight, this may not always be easy.


    Heroic Mode

    Kill Video

    Overview

    Dedicated to the advancement of their empire, the mogu salvaged and repurposed titan technology to generate untold power in the depths of this ancient complex. Why these energies have been focused into the cold will of a celestial dragon is a mystery that lies at the very heart of the vaults.

    Make sure, that You have read the Encounter Journal, first!


    Strategy

    The encounter against Elegon is comprised of three phases, called stages. These three stages form a cycle, which repeats twice throughout the fight.

    Stage 1 lasts from 100% to 85% of Elegon's health.

    Stage 2 starts at the end of Stage 1, and lasts until the raid fails to kill certain adds that the boss repeatedly spawns, in a given amount of time. The time frame for killing each wave of adds is shorter each time, making it unavoidable that the stage will end. Under normal circumstances, Stage 2 should last around 40s.

    Stage 3 starts at the end of Stage 2, and lasts until the raid kills all of the objects that the boss spawns during Stage 3. The raid is forced to end this stage in a timely manner, because there is increasing raid damage that will lead to a wipe. Under normal circumstances, Stage 3 should last around 80s.

    Stage 1 starts for a second time when Elegon reaches 50% health. From this point on, the other two stages follow in the same pattern that we described above.

    Once the second cycle ends, Elegon will no longer re-enter any stage. He will simply damage the tank and raid until killed.

    You will fight Elegon in a circular room. The room has two areas, an Inner Ring and an Outer Ring.

    The Inner Ring is covered by a floor made of energy. Any raid member that stands in this area receives two debuffs:

    Touch of the Titans is a beneficial debuff that increases damage done and healing received by 50%.

    Overcharged is a stacking debuff that increases damage taken by 5% per stack, up to a maximum of 20 stacks. A new stack is applied every 5s. Leaving the Inner Ring immediately removes the Overcharged debuff.

    The Inner Ring is where the raid will spend the majority of Stages 1 and 2.

    At the end of Stage 2, the floor that makes up the Inner Ring will disappear, leaving a gaping hole in the room. Any players who are still in the Inner Ring at this time will fall to their deaths.

    The floor is re-formed as soon as Stage 3 ends.

    Unlike the Inner Ring, the Outer Ring is made of stone and it does not interact with the raid in any way. This is where you will spend the entirety of Stage 3, and also where you will move for brief moments during Stage 1, in order to allow the Overcharged debuff to expire.


    Stage 1

    During Stage 1, Elegon is located in the center of the Inner Ring and he is stationary. He can be turned, but he does not move from his position.

    Celestial Breath is a frontal cone aoe attack that Elegon will cast every 20s. It deals a high amount of arcane damage.

    Every 35s, Elegon will cast Materialize Protector. This summons a Celestial Protector an add with a normal threatle who melees its main aggro target and has several abilities of its own.

    The Celestial Protector regularly casts Arcing Energy, which deals high arcane damage to random raid members and applies a debuff called Closed Circuit to them. This debuff reduces the healing taken by the target by 50% for 20s, and can be dispelled.

    Due to phasing, when the Celestial Protector is outside the Inner Ring and has over 25% health, he takes 90% reduced damage.

    When the Celestial Protector reaches 25% health, he begins casting Stability Flux, which deals a small amount of arcane damage to all raid members every second.

    When the Celestial Protector is killed, he casts Total Annihilation, which deals a large amount of arcane damage to all raid members. The Celestial Protector benefits from Touch of the Titans, greatly buffing the damage of Total Annihilation if he dies while inside the Inner Ring.


    Stage 2

    This stage ends when one or more Energy Charges reach their destination.

    This is mainly a dps burn phase, but there is some raid damage to consider.

    When Elegon reaches 85% health, he begins channeling Draw Power for 15s. During this time, nothing at all happens.

    When Draw Power is over, the boss will spawn 6 Energy Charge adds in a tight circle around his location. A second after spawning, these adds will begin moving towards 6 fixed points at the edge of the Inner Ring over 16s (indicated by Focus Power, a spell Elegon channels during this time). The Energy Charges do not have aggroles and do not deal any damage. They are not susceptible to slows or any other forms of crowd control. They are killable.

    If all the Energy Charges are killed before they reach their destination (before Elegon finishes channeling Focus Power), then he will begin a new cast of Draw Power (lasting only 3s), at the end of which he will spawn another set of 6 Energy Charges. These Charges will behave exactly like the previous ones, except that they will move faster (taking 13.33s to reach their destination).

    If this second set of Energy Charges is killed before any of them reaches their destination, Elegon will cast a new Draw Power (still 3s) and spawn 6 more Energy Charges. These will travel to their destination over the course of 11.43s.

    This process continues, with the casts of Focus Power being shorter and shorter, until one or more Energy Charges reach their destination.

    When at least one Energy Charge reaches its destination, the boss will enter Stage 3. Your raid will have about 25s before the floor of the Inner Ring disappears.

    When an Energy Charge is killed, it deals a small amount of raid-wide arcane damage.

    It is important to note, finally, that each time Elegon finishes a cast of Draw Power, he gains a stack of a debuff that increases the damage he takes by 10% per stack. This debuff persists until the end of the fight.


    Stage 3

    About 20s into Stage 3, 6 pylons will appear around the inner edge of the Outer Ring, called Empyreal Focuses. Empyreal Focuses are stationary, killable adds that deal no damage and perform no actions. Stage 3 ends when all 6 Focuses are killed.

    Three Energy Conduits run from one side of the arena to the other, each of them linking two Empyreal Focuses. The Energy Conduits extend beyond the Focuses, all the way to the edges of the Outer Ring. Crossing the Energy Conduits deals massive damage to players. The Energy Conduits, therefore, effectively split the Outer Ring into 6 compartments, between which players cannot move freely.

    An Energy Conduit disappears when both the Empyreal Focuses that it links have been destroyed.

    When Stage 3 ends, Stage 1 will restart. Everything will continue as described above. The only difference is that Stage 1 ends when Elegon reaches 50% health, instead of 85%.

    When the second cycle is over, Elegon gains a buff called Radiating Energies, which periodically deals raid-wide arcane damage to all players, in both the Inner and Outer Rings. The damage in the Outer Ring is considerably higher than that in the Inner Ring. Aside from this, Elegon will simply melee the tank and cast Celestial Breath.

    This is a burn phase, when the boss will be taking increased damage from all the stacks of Draw Power that he should have by now. Your raid will have a limited amount of time before Elegon enrages, so during this phase you must be prepared to maximise your raid's dps.

    Everyone should stack on Elegon and simply heal through the damage. We do not recommend wasting any time resetting stacks of Overcharged, instead simply using healing and defensive cooldowns to survive until the boss dies.


    Heroic Mode

    Kill Video

    Overview

    The core chamber of the vaults houses an army of stone soldiers who have been motionless for centuries. They are row upon row of warriors, statues armed for a battle that never began. What treasures do they guard? And what is their tie to the titanic power buried with them here in the shadows?

    Make sure, that You have read the Encounter Journal, first!


    Strategy

    The Will of the Emperor encounter is a two-phase fight.

    Phase 1 lasts for the first 90s of the fight. During this time, your raid will have to handle three different types of adds.

    Phase 2 begins after 90s, when the two bosses of the encounter, Jan-xi and Qin-xi, become active. The adds from Phase 1 will continue to spawn until the end of the fight.

    Jan-xi and Qin-xi have a shared health pool, and the fight ends with their death.


    Phase 1

    During Phase 1, your raid will have to handle three different types of adds, for 90s. A new wave of adds spawns every 15s.

    After 90s, the phase ends, and the two main bosses become available. Keep in mind that Phase 2 is merely an extension of Phase 1, and the adds from Phase 1 will continue to spawn, in the same way, until the end of the fight.

    Emperor's Rage spawn from the central alcoves. Their only ability is Focused Assault, which causes them to fixate on a random raid member, and do nothing except walk towards that target. Upon reaching their target, they perform mildly damaging attacks against them.

    Emperor's Rage adds can be killed, slowed, stunned, and they are generally susceptible to all forms of crowd control. Each spawn consists of 4 Emperor's Rage in 25 man, and 2 Emperor's Rage in 10 man.

    Emperor's Courage spawn from alcoves located at the sides of the arena (they jump from alcoves located above ground level, so to see them you need to look up). Their only ability is Focused Defense, which causes them to fixate on one of your raid's tanks, and do nothing except walk towards that target. Upon reaching their target, they hit them with Impeding Thrust. Impeding Thrust is a damaging attack which stacks a debuff on the target, slowing their movement speed by 25% for 10s, per stack. At 4 stacks, the target is unable to move.

    Emperor's Courage adds can be killed, but they can only be damaged when attacked from behind (their front is shielded thanks to Half Plate). They can be slowed, but other forms of crowd control do not work against them. Each spawn consists of 2 Emperor's Courage in 25 man, and 1 Emperor's Courage in 10 man.

    Emperor's Strength spawn from alcoves located half-way between the center and the sides of the arena (they jump from alcoves located above ground level, so to see them you need to look up). They have normal threatles, but do not melee their main aggro target. They regularly cast Energizing Smash. Energizing Smash causes the add to hit the ground in front of them, dealing a high amount of physical damage in 10 yard radius around the impact location, and stunning all affected targets. With each Energizing Smash, the 10 yard radius increases by 1 yard. Energizing Smash is cast about once every 7s.

    Emperor's Strength adds can be killed, but they are immune to all forms of crowd control. Each spawn consists of 2 Emperor's Strength in 25 man, and 1 Emperor's Strength in 10 man.

    It is important to note that the priority for killing the adds should be: Emperor's Courage, Emperor's Strength, Emperor's Rage.

    Emperor's Courage

    These adds are the top priority at all times. They must be killed before they reach the tank that they have fixated on. The tanks will also have to move away from these adds if they get too close. They have low health, but they must be damaged from behind. Ideally, all casters should move next to the alcove from where they will spawn, so that as soon as the add spawns, it is possible to attack it from behind. They are susceptible to slows, and this is something you should aim to keep up on them.

    Emperor's Strength

    Emperor's Strength are next in order of priority. While the tanks can pick these adds up, they can also easily be handled by melee dps. It is important to kill them before the radius of their Energizing Smash increases so much that it is impossible for it to be avoided. They should simply be nuked down when no Emperor's Courage are up.

    Emperor's Rage

    These adds are the least harmful. Players on whom they fixate should be careful to move away from them until the adds are killed. Since they are susceptible to all forms of crowd-control, your raid should make ample use of stuns and slows to keep them in check until they can be killed.


    Phase 2

    Phase 2 starts 90s after the start of the encounter. This is marked by the two bosses, Jan-xi and Qin-xi, entering the fight (from central alcoves). All the adds from Phase 1 will continue to spawn and behave exactly as described above.

    The phase ends with the death of the two bosses, who share a health pool.

    The two bosses, Jan-xi and Qin-xi, share the same abilities. They each have an Energy bar, with a maximum capacity of 20. Their energy increases over time, at a rate of 1 Energy per second, completely independent of any player action. The two bosses Energy bars are synchronized.

    When the bosses reach maximum Energy, they each perform a Devastating Combo. A Devastating Combo is a series of 5 attacks, used over a period of 15s, during which time the bosses no longer melee or move. Their attacks are a random combination of the following 2 abilities, although the first seems to be used much more than the second.

    Devastating Arc causes the boss to swing his massive weapon and deal damage in a large area in front, to the left, or to the right of the boss. It is easy to tell which area the boss will strike, as blue lights flash in that direction. The boss animation also serves to clearly indicate where he will strike.

    When the boss swings his weapon back over his left shoulder, he will strike the area to his right.

    When the boss swings his weapon back over his right shoulder, he will strike the area to his left.

    When the boss holds the weapon pointing forward, he will strike the area in front of him.

    Getting hit by this attack, in addition to the damage it deals, also applies a stacking debuff that reduces the target's armor by 10% for 30s, per stack.

    Stomp deals damage to players in a 12 yard radius around the boss, also stunning them for 2s. It is easy to tell when a Stomp is about to happen from the boss animation. He will lift the weapon up above his head.

    While these two abilities are damaging on their own, avoiding them has another, very important benefit. Whenever a player avoids taking damage from all abilities in a Devastating Combo, they gain the Opportunistic Strike ability, in the form of an extra action button. This ability can only be used once, and it deals 500,000 damage to the target.

    Each boss also applies a debuff to his main aggro target, called Magnetic Armor. This debuff is harmless when the tank is within 15 yards of the boss. When the tank exceeds this distance, however, he will be instantly pulled back to the boss.

    Every 2m and 30s, the room will fill up with Titan Gas. The first 3 Titan Gases last for 20s each. The fourth (and final) Gas lasts until the bosses are killed. Titan Gas has several effects.

    It deals raid-wide frost damage every second.

    It increases the damage done of all melee players and tanks by 25%.

    It increases the damage done of all enemies by 25%.

    It stops all adds from spawning for the duration.

    When Titan Gas is cast for the final time, the adds continue to spawn during this time. This Titan Gas remains in the room until the bosses have been killed, and it acts as a sort of enrage mechanic.

    The strategy for this phase revolves around several key aspects.

    The tanks and melee dps players must avoid as many of the Devastating Combos as possible.

    Healers must be prepared for the very intense moments when the room is covered in Titan Gas.

    It is interesting to note that the phase does not get progressively more difficult in any way.


    Heroic Mode

    Kill Video

    18-10-2012
    Raid Progress
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