Quick Facts
Introduction
This fight is characterized by constant, raid-wide damage and a high number of different abilities. It requires the group to move around a lot,
constantly switch targets, and position themselves precisely. A lot happens at once or in quick succession.
If possible, have two healers handle the fight, as this will prevent it from dragging on too long.
However, three healers will work as well. We got our first kill in 2013 with three healers, then had our second kill with two, and it felt a lot easier.
Below are the abilities of all bosses outside their transition phases. This is quite a lot to take in at once, but it’s necessary to fully understand the fight,
since the abilities don’t just deal damage; some require special attention.
We can’t go into every little detail, as that would go beyond the scope of this guide, but much of it becomes clear after a handful of attempts.
During the transition phases, the respective boss leaves the arena and special adds appear that must be dealt with and killed.
Despite these many abilities, it is still an entry-level fight, as there are no strict requirements for healing or damage.
The cooldown on boss abilities is merely “planned” here. They are often delayed because bosses trigger their transition phases and disappear.
Rook
Because of his cone-shaped main attack, Rook needs to be faced away from other players. Still tank him next to other bosses, to maximize cleave damage. There is enough time between his attacks to reposition him if necessary.
Ability: Vengeful Strikes
Ability: Corrupted Brew
Ability: Corruption Kick
This is a combo ability; in your boss mods, it’s likely labelled as Clash. Rook charges at a random target in the raid and will immediately begin to spin around for 4 seconds. The ability causes approx. 160 k physical damage per second and also leaves a DoT that deals approx. 100 k damage every 2 seconds for 6 seconds. You must run out of this.
He
After He applies the puddle-creating poison, he shouldn't be kited in the centre of the arena or at a world marker, to keep those areas free of puddles. However, the extra cleave damage is more important than constantly moving him around, so he should continue to stand near the other enemies whenever possible.
Ability: Garrote
Ability: Gouge
Ability: Poisons
Sun
Sun doesn't need to be tanked and remains stationary, as she is constantly busy casting her Sha Sear or other spells.
/tar Sun
/cast <Name of your interrupt>
/targetlasttarget
Ability: Sha Sear
After 5 seconds or if interrupted, it seeks a new target. If you are grouping up for other abilities, the person with the Sear must leave the raid. In all other cases, no one should stand near them.
You should interrupt the spell every now and then after one-third of its duration to take some damage out of the raid, as each tick deals increasing damage.
The ticks of a full cast are roughly as follows:
- 45 k damage
- 65 k
- 85 k
- 100 k
- 120 k
- 140 k
Ability: Shadow Word: Bane
Ability: Calamity
During transition phases (including those of the other bosses), Sun does not cast Calamity. Therefore, the number of Calamities you get during the fight depends heavily on your playstyle and killing speed.
Encounter Strategy
All bosses have an ability that becomes faster, deals more damage, or affects more and more players in the raid.
This behaviour resets when a boss reaches 66 and 33 % health. These are the transition phases which are referred to in-game as “Desperate Measures”.
So, for example, if He has already placed a few Garrotes on players and you bring him down to 66 or 33 %, these debuffs are removed from the players
and the process starts over after his transition phase.
The order in which you should trigger the transition phases is as follows: Rook > He > Sun > Rook > He > Sun.
So first bring Rook, then He, then Sun to 66 %, and then, in the same order, to 33 %. This ensures
that the more dangerous abilities are reset in between (He/Sun) and allows the relatively harmless Rook to remain active a little longer.
Because if you bring one boss down to 33 % first and play through its transition phase, you’ll then have to bring the other two bosses down to 33 %,
play through their transition phases, and then kill them all within 15 seconds.
This means that the first boss you bring down to 33 % has plenty of time to have their abilities grow stronger.
At the start of the fight, you can tank all three bosses side by side and use Bloodlust. After that, you’ll move from transition phase to transition phase with only little “non-transition gameplay”. So you won’t be able to always tank everything in the same spot. You should deal maximum damage to all three bosses throughout the entire fight, but of course with the goal of progressing through one transition phase after another. So always keep a bit of a buffer in the boss HP to avoid having multiple transition phases at the same time unexpectedly. With Heroic gear and planning, this is possible later on.
Here is the sequence of abilities up until roughly the first transition phase. This should be taken only as an estimation,
since abilities can be delayed even this early in the fight and don’t always occur at exactly the same time. However, the list clearly shows
that there’s a lot going on in this fight.
In the following phases, you must always pay attention to the order of the boss timers, as from then on, hardly any two fights are alike.
- 0:01 Sha Sear from Sun (throughout, interrupt every now and then).
- 0:07 Vengeful Strikes onto Rook's tank (don't stand next to the tank).
- 0:16 Shadow Word: Bane (dispel) and Garrote.
- 0:18 Instant Poison (extra damage).
- 0:20 Corrupted Brew onto a random player (dodge).
- 0:25 Gouge on He's Tank (turn back on boss).
- 0:27 Vengeful Strikes onto Rook's tank (don't stand next to the tank).
- 0:30 Corrupted Brew onto a random player (dodge).
- 0:33 Calamity (AoE).
- 0:36 Garrote.
- 0:38 Shadow Word: Bane (dispel).
- 0:40 Corrupted Brew onto a random player (dodge).
- 0:45 Noxious Poison (puddles), Corruption Kick.
You'll likely have Rook down to 66 % well before 45 seconds. His abilities (Brew, Vengeful Strikes, and Corruption Kick) are disabled during the transition phase, and the three abilities of his adds now take their place. Rook’s Corruption Kick will likely be delayed by this first transition phase and will occur for the first time after 1:30 or even later.
Your fight consists of short phases in which all three bosses are active at the same time. Most of the time, however, one of the three bosses
is in a transition phase. You’ll need to develop a “best practice” strategy for the transition phases based on the abilities of
each transition phase and the bosses that are active during that time.
If you execute your tactics cleanly and deal similar damage across the attempts,
they will run at roughly the same pace for you, and you can learn the fight quickly.
Transition: Rook
During this phase, three adds with shared health pools in Heroic Mode appear and must be killed.
A total of 50 million damage must be dealt to the adds, which can be significantly sped up by multidotting.
Each add has an ability that disappears when it dies.
In Normal Mode, you first kill the Embodied Sorrow to get rid of the Inferno Strike; in Heroic Mode,
due to the shared health pool, all abilities remain active throughout the entire phase, as the adds can only be killed simultaneously.
It’s best to group up near the stationary Embodied Sorrow and bring the Embodied Gloom over so that melee DPS can interrupt and cleave.
The ranged DPS should interrupt Sun’s Sha Sear from time to time.
The tank who had Rook should take the Embodied Gloom. The other tank continues to tank He and the Embodied Misery,
so that he now has two void-placing enemies attacking him.
Ability: Defiled Ground
Ability: Corruption Shock
After the first interruption, pull the add to the stationary Embodied Sorrow for cleave damage.
Ability: Inferno Strike
A challenge arises because Sun’s basic ability, Sha Sear, continues to be cast, as does the Corruption Shock from the Embodied Gloom. Players should therefore spread out somewhat within the area of effect of Inferno Strike, constantly interrupt the Corruption Shock, and the player affected by Sha Sear should quickly move away from the group.
Transition: He
He will summon an add that needs to be killed. You can try tanking the other two bosses and the add at the same spot. You can use an extra-action-button macro here.
/tar <Player name>
/click ExtraActionButton1
/targetlasttarget
Ability: Mark of Anguish
The affected player continuously gains stacks of Shadow Weakness, which causes the Mark of Anguish to deal more damage, so it must be passed on via the EAB after a short time. Each time it is passed on, the entire raid receives a stack of the debuff as well, which is intended to prevent you from simply tossing the Mark back and forth the whole time. The debuff fades at the end of the phase. The challenge of this phase is to ensure that this debuff does not become too high on the players who hold the Mark.
Players with the Mark receive an additional debuff, which reduces armour by 90 % for four minutes. This is to prevent the Mark from being passed to a tank. With proper cooldown planning, this is still possible, but not recommended for the first kills.
You can “tank” the Mark for a while using cooldowns or immunities like Ice Block or Divine Shield. The easiest way is for a few assigned players to pass the Mark around at 5–7 stacks, or to throw the Mark to a Mage first, who can sit it out in Ice Block for 10 seconds. The add has only 50 million HP, and it should only take 3 to 4 transfers of the Mark.
In Normal Mode, you can pass the Mark to He's tank and leave it there, since it only reduces armour by 50 % for two minutes, instead of 90 % for four minutes, and the increased damage from the Mark on the tank is negligible.
Transition: Sun
Sun's transition phase is relatively simple, just like He's, and as mentioned below, they can also be completed at the same time.
Ability: Dark Meditation
Outside the dome, two stationary, untankable adds appear, each with approximately 25 million HP (not shared). They get killed by the ranged DPS. For melee DPS, small adds constantly spawn at player positions, and the damage they take is also applied to the two large adds.
Advanced Tactics: He & Sun at the Same Time
He and Sun can be put into their transition phases at the same time. This saves time, and it also means you won’t have
He’s bleed debuff during Sun’s transition phase. However, this is more suitable for later lockouts rather than the first kill,
since most raids’ gear is more than enough for this boss.
If you’re having trouble during Sun’s transition phase because too much damage is coming in, you might want to consider this. You’ll also have the
Embodied Anguish in the dome with its immobilization debuff, which you’ll need to keep passing around.
Kill Video
This video is our first kill from October 3, 2013, as seen from our monk Brewmaster's perspective.
Common Reasons for Wiping
- Rook's Positioning: Rook looks into the raid when casting Vengeful Strikes.
- He's Positioning: The puddles make the dome in Sun's transition phase unusable. Be sure to not place any puddles there beforehand!
- Rook's Transition: Not moving away when affected by Sha Sear.
- Rook's Transition: Not interrupting Corruption Shock.
- Sun's Debuff: Shadow Word: Bane is allowed to spread.
TL;DR
- Order: Rook > He > Sun. First bring them all down to 66 % one after another, then to 33 %.
- Do not stand in front of Rook and run out of his Corruption Kick.
- Have He tanked outside due to the puddles while the Noxious Poison is active.
- The bosses must die simultaneously within 15 seconds.
- Assign cooldowns for Calamities.
- When the Embodied Sorrow spawns, gather in the red circle around the affected player and spread out slightly within it. If you're the target of Sha Sear: run out!
- Follow the interrupt assignments.
- The three adds share HP.
- If assigned, take the Mark for 5-7 stacks and pass it on. Use your immunities!
- Focus damage on the add.
- Move into the dome in the centre, and if Rook spins in the middle, step out briefly.
- Ranged DPS: Prioritize the stationary adds outside the dome; melee DPS: prioritize the small adds inside the dome and don't go out to attack the others.
Class Tips: Rogue
Cloak of Shadows prevents damage from
Mark of Anguish,
Inferno Strike,
Calamity (also reducible by Feint) and the poison puddles.
The general rule here is: if you have low health, use Feint
or Cloak of Shadows.
If you can spec into Combat, you should do so.
With Blade Flurry, you deal far more damage here than
with the other specializations.
Class Tips: Priest (Discipline)
Always keep dispel on cooldown; if there are a lot of “Shadow Word: Bane” debuffs, use
Mass Dispel.
Prayer of Mending is very strong here,
as it can reach its full potential due to the many debuffs. Otherwise, Smite and occasional healing should suffice.
It is best to place your Power Word: Barrier during
Rook’s transition phase (Inferno Strike) or during
Sun’s transition phase in the purple dome in the centre. The alternative is during a Calamity.
Spirit Shell can be used
to absorb the later Calamities or simply in between to give you some breathing room.