The Sha of Anger, the physical manifestation of rage, has escaped from the Shado-Pan Monastery in Kun-Lai Summit. Amid the brutal conflicts gripping Pandaria, the dark entity has grown ever more powerful. Recently, the sha has been seen wandering Kun-Lai, using negative energies to corrupt everything the being encounters.
Make sure, that You have read the Encounter Journal, first!
The encounter against the Sha of Anger consists of two phases that alternate throughout the fight, Growing Anger and Unleashed Wrath. The phases are determined by the state of the boss rage bar, which increases and decreases in a steady and predictable manner. During each phase, the boss uses an ability specific to that phase, as well as two abilities common to both phases.
Regardless of the state of his rage bar, the boss will make use of two abilities.
Seethe punishes the raid if no player is within melee range of the boss. If this happens, the boss will deal a large amount of shadow damage to his main aggro target, at the same time increasing the amount of shadow damage that, that target takes.
Endless Rage is an ability that the Sha of Anger uses roughly every 30s. The ability targets the locations of several players, and, a few seconds later deals 100,000 shadow damage to players within 3 yards of the location. Moreover, the ability summons two things at the location where it lands.
Ire, a small add that does nothing but melee its highest aggro target.
Bitter Thoughts, a harmful cloud which prevents players who are inside it from casting any spells or performing any actions except for moving.
Dealing with Seethe is very easy, and it simply involves making sure that the tank is within melee range of the boss at all times.
Dealing with Endless Rage is equally easy, if a bit more complex.
Players should move away from the locations where Endless Rage will land.
Players should move out of any Bitter Thoughts they may find themselves in.
The off-tank(s) should tank the Ires, while your raid aoe them.
Growing Anger
The boss rage bar starts out empty, and increases to full capacity over a period of 50s. Once the rage bar is full, the phase ends.
Growing Anger is a debuff that the boss places on 3 random raid members (the main tank is not excluded from this). The debuff lasts for 6s, and at the end of the debuff, the affected players and any other players within 5 yards of them become mind controlled by the boss for 30s, or until they reach 50% health. While mind controlled, players have their health and damage increased by 200%.
The strategy for the phase revolves around handling the mind control most efficiently. The first step is to ensure that the mind control does not affect more than the 3 debuffed players. This means that as soon as Growing Anger is cast, the affected raid members should move out of the raid.
Afterwards, you have two options.
You can damage the affected players until they reach 50% health, which breaks the mind control.
You can crowd-control them and wait for the mind control to expire after 30s.
Unleashed Wrath
When the Sha of Anger's rage bar reaches maximum capacity, the boss will enter the phase, during which time his rage bar is drained over 25s. The phase ends when the bar reaches 0 rage.
Unleashed Wrath is a raid-wide damaging spell. The boss will deal a large amount of shadow damage to 10 random raid members every 2s, for the 25s duration of the phase.
The strategy is all about surviving the rather intense and sustained raid damage. Your raid cannot stack together, due to the aoe damage dealt by Endless Rage, and because of the Bitter Thoughts clouds.
The ruthless saurok roam Pandaria, stealing what they can and harassing the island's other inhabitants. The most infamous of these reptilian pillagers are Chief Salyis and his warband. For years, the saurok commander and his raiders have stormed through the Valley of the Four Winds atop Galleon, a colossal and well-armed mushan that is more a moving fortress than a simple mount.
Make sure, that You have read the Encounter Journal, first!
The fight against Salyis's Warband is a single-phase encounter.
The fight is actually against a giant Mushan called Galleon. The animal will use several abilities against your raid. Additionally, adds will jump off Galleon's back and engage your raid, at regular intervals throughout the fight.
Fire Shot are arrows being fired by unattackable adds on Galleon's back, throughout the course of the fight. They deal a moderate amount of fire damage to random raid members.
Stomp is a stomp ability that deals 150,000 physical damage to all raid members and knocks them down for 3s. Galleon uses this ability every 60s, and uses it for the first time about 50s after the start of the fight.
Cannon Barrage causes 8 cannon blasts to hit the area in front of Galleon, dealing 600,000 fire damage to all players within 10 yards of the location, and knocking them back. Players must simply make sure not to be in front of Galleon at any time, the tank can avoid the blasts by being close to the front of the boss. Galleon uses this ability every 60s, and uses it for the first time about 25s after the start of the fight.
Every 60s, 6 adds, called Salyin Warmongers, will jump off of Galleon's back and engage the raid. They are attackable, tankable and have functional threatles.
Their only ability is Impaling Pull, which deals 30,000 physical damage to a random raid member, and pulls them to the add.
The main tank must move close to Galleon's head when Cannon Barrage is about to go off. In actuality, it is best if the tank is always very close to Galleon's hitbox.
The healers will have to heal raid members through the damage from Fire Shot and Stomp.
The off-tank will have to pick up the adds when they spawn, and the dps should focus on killing them.
The chief difficulty of the encounter comes from the 3s stun caused by Stomp. This can cause raid members to die if they were low on health to begin with. Therefore, healers must be prepared and must use cooldowns to stabilize raid members before Stomp. Abilities such as Divine Shield can be used by healers to continue healing after Stomp.
Stomp is also the ideal moment for defensive cooldowns, both from the tanks or from other raid members.
The Salyin Warmongers deal relatively low damage to the tank that is tanking them. Indeed, a tank can survive tanking 12 adds for a long period of time, with the proper healing support.
It is easiest to kill the adds just as they spawn. This makes the fight less stressful for both the healers and the off-tank(s).
Players should be prepared for the fact that they may be pulled to the adds, due to their Impaling Pull ability. This can be especially problematic when the main tank is pulled to the adds. This causes Galleon to turn and face the raid, which can be deadly if he begins casting Cannon Barrage. The tank must be quick to resume his position, and everyone else must be ready to avoid the Cannon Barrage.
When Lei Shen discovered a rare clutch of thundering cloud serpents, he was awed, and set to subjugating them. The largest hatchling fiercely resisted, and when Lei Shen visited the handling pens, he laughed mightily at the charred mogu that lined the walls. He took the hatchling for his own, and for its obedience, granted it power over the storms and the sky. For thousands of years following the death of the Thunder King, Nalak has guarded the walls of his hidden citadel, awaiting his return.
Make sure, that You have read the Encounter Journal, first!
The fight against Nalak is a single-target, single-phase encounter.
Arc Nova is an ability that Nalak regularly casts. It deals a very high amount of nature damage to all players within 35 yards of the boss, also knocking them back.
Lightning Tether is a debuff that Nalak places on a few random raid members. This effectively links these players to Nalak, causing them to take a small amount of nature damage every second, and considerable additional damage should they be more than 30 yards away from Nalak.
Stormcloud is a debuff that Nalak places on a few random raid members, which deals nature damage every 3s for 30s to them, as well as to any allies within 10 yards.
Static Shield causes random raid members to take a small amount of nature damage every second, for the entire duration of the fight.
Have all ranged dps and healers stack up more than 35 yards away from the boss, in order to avoid damage from Arc Nova. Melee players will have to run out whenever the boss casts this ability (so they should be at maximum melee range, in order to make it out quicker).
Players affected by Lightning Tether should stay within 30 yards of Nalak until such a time when he casts Arc Nova, at which point they too should run more than 35 yards away from the boss, and then run back in once the cast is finished.
Players affected by Stormcloud should move away from where the raid is located, and stay spread out at least 10 yards apart while Stormcloud persists.
Healers will have to heal through the tank damage, the sustained damage from Static Shield, as well as the damage that the players debuffed with Lightning Tether are taking.
As the war against Lei Shen's island citadel began, Alliance and Horde scouts made an effort to intercept missives between the major Zandalari camps. One such exchange seemed to revolve around an unfamiliar Zandalari word, always surrounded by terms of conquest and power: Oondasta. Somewhere in Pandaria, the Zandalari Beast Ward raises their mighty beasts as engines of war, and is putting the finishing touches on this Loa-infused monstrosity.
Make sure, that You have read the Encounter Journal, first!
The fight against Oondasta is a single-phase, single-target fight.
Oondasta has a cone attack, a raid-wide damaging aoe ability and an ability that requires the raid to spread out. Additionally, Oondasta cannot be taunted, but tanks generate considerably more threat against him, thanks to a fight-specific passive ability. There is a tank-debuff that requires a tank switch.
Oondasta is immune to taunts. Tanks who attack Oondasta have 100% increased threat generation, thanks to Alpha Male.
Crush deals a large amount of physical damage to Oondasta's current target, and applies a stack of a debuff that reduces the target's armor by 25% for 60s.
Growing Fury is a stacking self-buff that Oondasta applies to himself as the fight progresses. Each stack increases his damage by 10%. This acts as a soft enrage timer. A new stack is applied roughly every 30s.
Piercing Roar is a raid-wide damaging attack that inflicts a moderate amount of physical damage, and interrupts any spellcasting. Getting interrupted by Piercing Roar also locks players out of that school of magic for 10s. Piercing Roar is not instant cast, so this gives players some warning, allowing them to ensure that they are not in the process of casting a spell when Piercing Roar is cast.
Frill Blast is a wide frontal-cone attack that Oondasta uses at regular intervals. It deals a massive amount of fire damage to all affected players.
Spiritfire Beam is essentially a chain lightning. Oondasta targets a random raid member with this ability, which deals a moderate amount of fire damage, and then jumps to another nearby player within 3 yards, affecting up to a total of 20 players. With each new jump, the damage of the ability is increased by 50%, making it lethal after 2 or 3 jumps.
Have your tanks face Oondasta away from the raid. When one tank is affected by Crush, they should cease attacking the boss so that they do not generate any more threat, allowing the other tank to take over tanking the boss.
Tanks must be prepared to avoid Frill Blast, the frontal cone attack that Oondasta casts.
The raid should spread out as much as possible around Oondasta, in order to prevent Spiritfire Beam from jumping to multiple players.
This is a stressful fight for tanks, as they cannot rely on their taunts for gaining or maintaining threat. Keeping aggro over dps players (and healers) should not be a problem, but over-aggroing the other tank whenever a tank switch is needed can be a challenge.
The tank who receives a stack of Crush have to cease all attacks against the boss (while still facing him, of course) until the other tank has aggro.
Both tanks will have to promptly avoid the casts of Frill Blast that Oondasta makes use of. The frontal cone is very wide (60 yards), so caution is advised.
The most obvious solution to dealing with Spiritfire Beam is to have everyone spread out. With the 3 yard range of the ability, this is rather easy to do. That said, however, there is a good chance that there will be a very large number of players engaging Oondasta at once. This may cause spreading out not to be very feasible.
Have the entire raid stack in one location behind Oondasta, and have the player targeted by Oondasta quickly move out of the raid before the spell hits them. If this is done correctly, the spell should not jump to any other players.
Assign a partner to every raid member, and essentially have the raid spread out in couples. This has the advantage of greatly reducing the number of players that need to spread out, therefore ensuring that you will not run out of room. The disadvantage is that with each Spiritfire Beam, a second player will always be hit.
Piercing Roar is not very problematic in and of itself, but it is crucial that healers (and to a lesser extent, casters) are never caught casting a spell when Oondasta uses this ability. Getting locked out of spell casting for 10s, for a healer, is very likely to cause deaths.
It is also worth mentioning that while the raid-wide damage of Piercing Roar (which cannot be avoided) is not very high to begin with, it will be very high by the end of the fight, due to Oondasta's stacks of Growing Fury. At this point, you will have to use healing and defensive cooldowns to survive.
The trial of Chi-Ji is a test of hope. Uncertain of the future of his people, Emperor Shaohao sought out the great Red Crane. The Great Crane challenged Shaohao to find the hope within himself, and cast off his uncertainty. Once the Sha of Doubt was vanquished, the Emperor became a beacon of hope for his people. To pass the tiral of the Crane, warriors must believe in hope, even in the darkest of days.
Make sure, that You have read the Encounter Journal, first!
Chi-Ji sometimes casts Blazing Song, when this happens, you need to look for the player who has the Beacon of Hope and stack on them. There will be a very noticeable white ground effect around them. Failing to find cover will result in your death.
Firestorms are fiery tornadoes that damage nearby players, move out of them.
Crane Rush, summons a number of Children of Chi-Ji, who run at different speeds from his location towards the edges of the room. They leave very damaging fire void zones behind them and deal damage to players close to them, so simply move away from their path.
Inspiring Song is a very powerful healing spell that Chi-Ji sometimes casts on himself, which must be interrupted.
When you die, wait until you respawn and run back.
The trial of Yu'lon is a test of wisdom and faith. With omens of a bleak future floating through his mind. Emperor Shaohao climbed to the summit of Mount Neverest to seek the council of the Jade Serpent. Yu'lon urged Shaohao to cast off the dark emotions that plagued him, and through his trials, Emperor Shaohao would become one with the land. To pass the trial of the Serpent, warriors must be wise in their choices.
Make sure, that You have read the Encounter Journal, first!
Never stand in front of Yu'lon, unless you are the tank. Otherwise, you will get damaged by Jadefire Breath.
Yu'lon often creates green void zones on the ground through Jadefire Bolt. These void zones can be hard to distinguish from the ground of the arena.
Jadefire Wall is cast a few times per fight. This wall travels from one side of the arena to the other, leaving only a small gap for people to pass through.
Tank Yu'lon away from the raid. This should reduce the number of people getting hit by Jadefire Breath.
Tank Yu'lon in the middle of the arena. This will allow you and the rest of the raid to easily reach the gap in the Jadefire Wall, wherever it may appear.
Tanks and melee players take increasing damage. Every 20s, Yu'lon stacks a buff on nearby players called Jadeflame Buffet.
When you die, wait until you respawn and run back.
The trial of Niuzao is a test of bravery and fortitude. When Emperor Shaohao was overcome with fear, the Black Ox counseled him to face his fears directly. After a protected battle with the Sha of Fear, the Emperor emerged victorious. To pass the trial of the Ox, warriors must be resolute in the face of overwhelming danger.
Make sure, that You have read the Encounter Journal, first!
Approximately every 60s, Niuzao will cast Charge, which causes him to run around the arena in a predictable pattern, dealing very high damage to everyone within 30 yards of him. Stay somewhere safe instead of running after him.
Niuzao's Headbutt inflicts very high damage on the current tank, knocking them back and removing all threat. When this happens, you need to taunt the boss and tank it until the next Headbutt.
Every 60s, Niuzao stacks a debuff on players called Oxen Fortitude.
Every 60s, Niuzao casts Massive Quake, which deals damage every second for 10s. Simply heal through it, nothing else happens during that time.
When you die, wait until you respawn and run back.
The trial of Xuen is simultaneously a test of strength and a test of restraint. When Xuen gave Emperor Shaohao a 10 foot pole and asked him to strike one of Xuen's warriors, the Emperor could not land a blow. For without restraint, anger and hatred run wild. To pass the trial of the Tiger, warriors must harness their power, while burying their thoughts of violence.
Make sure, that You have read the Encounter Journal, first!
Xuen regularly casts a damaging frontal attack called Spectral Swipe.
Spread out, or Crackling Lightning will do increased damage.
Move away when Xuen leaps. When Xuen casts Leap, he jumps towards a random player and then performs Spectral Swipe.
Chi Barrage creates balls of Chi that fall at the location of random raid members. Getting touched by them deals a very high amount of damage.
Xuen often casts Agility on himself, dispel it. Mages can Spellsteal it, which is even better.
Tank the boss facing away from the raid. You want to avoid having raid members hit by Spectral Swipe.
Regularly perform a tank-switch for Spectral Swipe. Switch at 4 or 5 stacks.
When you die, wait until you respawn and run back.
Ordos was once a shaman of the Yaungol who sacrificed himself to the flame, following the promises of the Fire Lords, in order to become a demigod. His flesh is eternally seared with fires, putting him in endless agony. Yaungol Fire-Keepers ritualistically set themselves ablaze to emulate the ascension of Ordos, and cast enchantments and prayers to ease his pain.
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Magma Crush - Inflicts 5,000,000 fire damage, split evenly amongst all players withnin 20 yards of the target.
Burning Soul - Inflicts 50,000 fire damage every 1s for 10s. On expiration, the player explodes, inflicting 300,000 fire damage to players withnin 8 yards and knocking them up.
Pool of Fire - Creates a pool of fire that inflicts 50,000 fire damage every 1s.
Ancient Flame - Summons an orb that inflicts 50,000 fire damage to the nearest player every 2s and increases fire damage taken by 5% for 10s.
Eternal Agony - After 5m, Ordos channels all of his power into a massive ball of magma, inflicting 300,000 fire damage to all players every 1s.