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6) The Desolate Host

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Anh a
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For this fight there is a living realm and a spirit realm. The raid splits relatively evenly in each realm for the fight and uses the braziers located at the edges of the room to go from one realm to the next when necessary. If any realm has no players in it, everyone takes 1.2 million shadow (Quietus) and the boss gains 25% increased shadow damage for 12 seconds. Not very clear, but I'm assuming you always need one person in each realm.

Dissonance

Players will periodically do 1.1 million shadow to players in the opposite realm within 8 yards of them. The players on opposite realms should spread out, but not too far apart because some mechanics will require them to come together.

LIVING REALM

Engine of Souls

- Bone Shards (TANK)

Does 100% weapon damage to tank.

- Spear of Anguish

A player gets marked with a swirly wind thing, then 6 seconds later gets hit by a spear for 13.1 million shadow divided between all players within 5 yards of the target and gets knocked into the spirit realm. They also receive a 4.7 million healing absorb shield that must be healed through before they can use a brazier. I think the idea is just to heal the absorb shield off quickly so they can return to the living realm.

Spoiler: Spear of AnguishShow

- Collapsing Fissure

A purple swirl appears, then rocks fall on it, creating a shadowy circle. Standing in it causes 956,944 shadow every second. This is visible to and hurts players in the other realm, so may need to position carefully.

Spoiler: Collapsing FissureShow

- Tormented Cries

Marks a player with a purple sphere over their head, then two seconds later blasts them for 1.8 million shadow and leaving a shadowy line on the ground. Anyone standing in one of these shadowy lines that gets hit by this ability takes 300% more damage. Standing in it deals 370,000 shadow per second and silences. Everyone probably needs to spread out and react quickly while the boss is casting this.

Spoiler: Tormented CriesShow

Reanimated Templar

- Rupturing Slam

These adds slam the ground, creating four red ruptures that travel outwards. Anyone hit by them takes 1.6 million physical and also gets knocked back.

Spoiler: Rupturing SlamShow

- Bonecage Armor

At 50% health, these adds gain a bone shield reducing damage taken by 95% for 2 minutes. The only way to get rid of this is for a raider to be within 5 yards of the add when hitting 5 stacks of Shattering Scream, which is cast by the Fallen Priestess adds.

Spoiler: Bonecage ArmorShow

Ghastly Bonewarden

- Grasping Darkness

The Ghastly Bonewardens cast and shoot shadow things at random players, dealing 373,035 shadow and bouncing 3 times to players within five yards for increasing damage. Seems like unavoidable raid damage that you just spread a bit to minimize.

Spoiler: Grasping DarknessShow

- Bonecage Armor

At 50% health, these adds gain a bone shield reducing damage taken by 95% for 2 minutes. The only way to get rid of this is for a raider to be within 5 yards of the add when hitting 5 stacks of Shattering Scream, which is cast by the Fallen Priestess adds.

Spoiler: Bonecage ArmorShow
Posted Jun 10, 17 · OP · Last edited Jun 19, 17
Anh a
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SPIRIT REALM

Soul Queen Dejahna

- Crush Mind (TANK)

Deals 1.4 million shadow to the tank and increases the damage taken by the ability by 10% for 1.5 minutes (stacking). The tanks will have to swap realms at some point, but not very clear when since in this video they never swapped. I'd assume during Wailing Souls, while there are no adds in the living realm is the best time. Can interrupt as many as possible, but she casts it almost nonstop.

- Wither

Minute long debuff that deals 384,500 shadow every 3 seconds. Increases damage taken from Wailing Souls by 100%. Players with this should be ready to hit a brazier before the channeling of Wailing Souls.

Spoiler: WitherShow

- Soul Bind

Two players (one from each realm) get bound, dealing 1.9 million shadow to all players within 15 yards every 2 seconds until they move within 5 yards of each other. The animation makes them look on fel fire.

Spoiler: Soul BindShow

- Wailing Souls

Channels and deals 751,744 shadow to everyone in the spirit realm every two seconds for one minute. I think the idea is to have everyone go to the living realm except for a healer and a tank. Potential problems could be players getting knocked back into the spirit realm by Spear of Anguish, but will need to do more research on exactly how the living realm mechanics line up during this channel.

Spoiler: Wailing SoulsShow

Fallen Priestess

- Shattering Scream

Deals 500,669 shadow every 1.5 seconds for 5 seconds to a player and slows their movement by 10% for 12 seconds. This effect stacks each time a player is hit, and on 5 stacks, the player explodes for 553,500 shadow. This explosion also removes Bonecage Armor from adds in the living realm. I think the idea is to tank the adds either on top or very close to each other in both realms. Any player at 4 stacks of Shattering Scream needs to make sure they are within 5 yards of the adds in the living realm when they get their fifth stack and explode.

Spoiler: Shattering ScreamsShow

- Spirit Chains

Chains a player, dealing 1 million shadow and reducing movement by 50% for 30 seconds. Prevents players from switching realms.

Spoiler: Spirit ChainsShow

Soul Residue

It seems like these fixate on random players until they die.

- Soul Rot

Leaves behind green fel residue as it moves, dealing 923,000 shadow and reducing damage done by 75% to anyone that stands in it.

- Soul Eruption

When the Soul Residue dies it explodes and deals 1.9 million shadow to anyone within 5 yards as well as knocking them back.

- Unrelenting

Periodically will gain a 20% movement speed increase and 10% damage done increase.

Spoiler: Soul ResidueShow
Posted Jun 12, 17 · OP · Last edited Jun 12, 17
Anh a
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30% - The Desolate Host

I couldn't find any footage of this, but the Desolate Host is supposed to become "active" at 30% and it seems like a race to kill him before damage becomes unbearable. Not sure if he moves around or is still chained to the wall. Also not exactly sure how tank mechanics work, but the raid still splits between the two realms.

- Sundering Doom

Marks an area and then deals 13.3 million shadow within 15 yards (I'm assuming that's the marked area), split evenly between all players in the living realm. All players in the spirit realm take 16.6 million shadow, decreasing the farther away they are. Basically living realm soaks and spirit realm runs away.

- Doomed Sundering

Marks an area and then deals 13.3 million shadow within 15 yards (I'm assuming that's the marked area), split evenly between all players in the spirit realm. All players in the living realm take 16.6 million shadow, decreasing the farther away they are. Basically the spirit realm soaks and the living realm runs away.

- Torment

The Desolate Host periodically gains a stacking buff which increases its damage done by 10%. If Sundering Doom or Doomed Sundering fails to hit any player, the boss gains 5 stacks of Torment. The soft enrage. Every player must soak their respective realms marked area cast or the boss' power will spike immensely.
Posted Jun 12, 17 · OP · Last edited Jun 12, 17
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More Phase info on wowhead:
http://www.wowhead.com/the-desolate-host-tomb-of-sargeras-raid-strategy-guide

Positioning for fight:
ieeQwcV.png
Initial Corporal Tank(Shakes) will be tanking the engine on blue square. Adds will also be directed towards there.
The Soul queen will be tanked on Silver X, with Anh initially tanking her. Range in both realms should spread out. A tank swap will occur most likely during awakening to clear the Crush mind debuff.

Hunters need to MD the adds toward the tanks for both realms . MD the slimes to Anh if the slimes dont fixate(wowhead said they go for highest threat) and then stun melee/tank move 5 yards away when they are about to die. If the goo fixates, fixated players should stay along the west side walls.

Soul Bind targets will run to the middle on the X marker. Tormented Cry targets will want to drop their goo off along the east side. When Fissure is about to go out, range should try to bait it towards the side wall or farther back.

Also in heroic the Spear of Anguish just does 1M to anyone in the swirl, so range don't need to stack up for that mechanic.

AA:
Since we don't know the timers yet for the P2 mechanics, will have to adjust on Tuesday. For the Spirit realm, healers will need to pop CDs if there are still adds up when the Queen casts Wailing Souls. Mobile range(Mages, Balance, BM hunt) will be in the Corp realm since there are a lot more mechanics going on there. MM Hunters/Ele will be in spirit realm to help aoe the slimes down faster.

Also we could potentially 3 tank with Flakez going Blood in the spirit realm to mass grip the slimes(and move them out of melee once they are low) and to swap off the tank crush mind debuff so Anh/Shakes don't have to swap realms.
Posted Jun 19, 17 · Last edited Jun 19, 17
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