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Queen Azshara

For this encounter, we've included two extra sections - one in regards to Ward Power management, and an example of positioning in Phase 3 with graphics. These are meant to be additional tools you may choose to use.

Mythic Changes

  • Ward power needs to be much more closely monitored, and you’ll most likely want to pre-plan which raiders are soaking at what timestamp in the fight. Stacks are a major resource in this encounter on Mythic, and without pre-planning using this resource you’re setting yourself up for failure

    • We’ll cover Ward stack soaking in it’s own section

  • Divide and Conquer

    • Azshara periodically puts down a lazer beam dividing the room. Running into the beam kills you instantly, so don’t do that

    • Beam occurs at set times, angles vary

    • You can run through beams with immunities, or Blink-style abilities

    • Beam is stationary in p1-3, rotates slowly in P4

    • Beam lasts roughly 25 seconds

  • 3 Tidemistresses spawn in P3, all of which need to be killed before Azshara reaches 50% hp, and have a 3 minute timer to do so

  • During intermissions, players can be affected by up to 3 commands instead of 2

  • In P4, Azshara puts a stacking debuff on the tank reducing healing received, forcing a tank swap

  • Beckon actually matters a lot more on Mythic, and you want to avoid anyone ever failing it. To help with this, you can set up lock portals, always going away from Azshara. This’ll give people an easy out if they get too close

 

Mythic Strategy

  • Recommended Comp - 2 tanks, 3 heals, 15 DPS

  • Phase 1

    • Similar overall to Heroic, but several things become more important

      • Tanks need to be very aware of where they drop the puddles of Cursed Heart, as they persist through the rest of the fight and can be deadly later on if they’re placed poorly

        • There’s multiple weakauras on wago.io available to help with timing this

        • Using these, you can essentially just stack all the puddles on each other

        • Be aware, if you have multiple puddles on top of each other, the damage DOES also stack. Meaning, if you have 5 puddles in the exact same spot and walk over it, you’ll take damage ticks from all 5 puddles

    • Charged Spear

      • While this functions the same as on Heroic, the damage is increased on Mythic to the point if you mess it up, you’ll likely kill people or wipe the raid

      • A failed Spear deals about 250k to the raid. Pair this with everything else going on, you’re looking at bad news bears

    • Overzealous Hulk

      • Spawn at 0:38 and 1:40. It’s possible to push out of P1 before the 2nd Hulk spawns, but that’s very tight

      • Kill ASAP, pre-plan which stun to use. Recommend Hammer of Justice if you have a paladin, as it’s the longest available stun

        • It’s possible for a Ret pally to also Wake of Ashes as the HoJ wears off. Difficult, but possible

    • Aethanel and Cyranus

      • Same mechanics as on heroic

      • Tank together as often as you can, IE any time Painful Memories isn’t active

        • This is active 0:23-1:13. As soon as it falls off, you can stack them back together for cleave

      • There’s a variety of ways you can position them when they’re apart, mostly up to preference. We’ve included a graphic for a popular option

      • Make sure these two die within a few seconds of each other

    • Soak the Arcane Orbs that come out at about 1:05

    • Dodge Lightning Orbs

    • Divide and Conquer occurs at 0:45 into the fight, then every 60s

  • Intermission 1

    • There are 7 total orbs in the intermission phases

      • 5 of these always spawn in the same places, so you can assign specific people to soak them each pull

        • The remaining 2 will spawn based on where your raid is standing

        • If you pre-stack going into the phase, you can basically force the remaining 2 orbs to spawn in nearly the same place every pull

        • Do this, as it’s good for consistency. 

    • Pre-assign which Orb will be soaked by people with SOAK/MOVE/STAND ALONE. These people will need to run in a circular pattern just inside the orb along the outer edge, being careful not to get to close to each other. 

    • Pre-assign the two orbs while will be soaked by SOAK/STAND ALONE/STAND STILL players

      • These players will naturally get a couple stacks of Sanction as they get to the orb. This is fine and expected, heal through it

    • All other soakers will go to remaining orbs

    • As a note, the intermissions on Mythic are significantly more difficult than Heroic, and you’ll spend a large percentage of your wipes either in the intermissions or resulting from poorly executed intermissions. Don’t get discouraged, this just takes practice.

    • Utilize the below diagram. Skull is your stack point, the rest of the markers correspond to roughly where you can expect orbs. There will be one additional orb not on a marker, but it'll usually be close to the skull area.

      • Orbs closer to Skull should be the players assigned with Stay! and Soak!​

      • Use Star for Move! Soak! Stand Alone! team

    • To watch an example of this phase being executed, click the Youtube link below for Limit's kill. The link takes you to the timestamp at the beginning of Intermission 1​

 

 

 

 

 

 

 

 

 

 

 

 

 

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  • Phase 2 - 100% - 70%

    • Major change here is Arcane Missiles now applies Arcane Vulnerability, forcing every player to periodically stay out of LoS to reset stacks

      • Recommend resetting right before Arcane Bursts or during the big Arcane Detonation. Generally you shouldn't go above 14-16 stacks.

      • Debuff only has a 5 second duration, so hide behind a pillar or the console for 5s and let stacks drop

      • Missiles deal damage every 3 seconds. At 10 stacks, it’s dealing 40k damage per cast.  At 20 stacks, it’s dealing 60k per cast.

      • Please don’t kill yourself by failing to reset stacks. To all raid leaders out there - I strongly encourage you point and laugh when people suicide by Arcane Missiles

    • Arcane Burst

      • Cast at 0:43 into P2, and 1:45 into P2

      • If you’re hit by Arcane Burst and have high stacks of Arcane Vulnerability, you’re going to go splat. 

    • Azshara’s Indomitable spawns at 1:50 into P2. DPS goal here is to beat this spawn, as it greatly reduces the number of Drain Ward stacks your raid has to deal with. This is very doable at this point, and should be what you’re aiming for

      • We recommend your entire raid using their 2nd potions at the beginning of P2 specifically to beat the Indomitable spawn. By meeting this DPS check, you reduce the total number of stacks your raid needs significantly. It’s worth using the potions

    • Azshara’s Devoted spawn about 30 seconds into P2, they should be simply AoE’d down before they’re able to reach the center and sacrifice themselves

    • Arcane Detonation is cast about 1:05 into P2, simply LoS this like on Heroic

    • Divide and Conquer occurs at about 0:45 into the phase a few seconds after the Devoted adds reach the center

  • Intermission 2

    • Same general idea as intermission 1​, not really much to say extra

  • Phase 3 - 70% - 50%

    • This is where the fight really steps up. Killing all 3 of the adds is tight, and a single failed Charged Spear can likely cause a wipe

    • Kill Lady Venomtongue first, she’s the add on the Console ward. Nuke her before she gains her shield.

    • Next, go to whichever of the remaining Tidemistresses casts their Crystalline Shield first

      • As Venomtongue is dying, the ranged should be starting to move towards the 2nd Tidemistress to be killed

      • Tanks need to move the Myrmidon towards this Tidemistress as well, before Venomtongue dies. Make absolutely sure that there’s a clear LoS path between the Myrmidon and Tidemistress

      • 30 seconds after P3 begins, the Myrmidon will cast Charged Spear the second time

        • You want to use this Spear to break the shield of your 2nd target Tidemistress

        • Have your tank pre-position,and majority of your raid will be able to quickly and easily ensure the Tidemistress is hit and the spear isn’t messed up

      • Kill the first Myrmidon as you’re finishing off the 2nd Tidemistress

    • Once 2nd Tidemistress and the first Myrmidon die, everyone goes over to the last Tidemistress. Pop the bubble, nuke it down

    • We have an example of how you can position for P3 first and second Tidemistresses

    • Arcane Bursts go out at 0:40, 1:25, 2:10 into P3. Make sure to not chain the burst off Azshara causing extra damage. 

    • Beckons occur at 0:20, then every roughly 40 seconds during this phase. If affected, make sure to move away from Azshara, and/or take a lock gate. Make damn sure you don’t get yourself mind controlled

      • You can also BoP to break the Beckons. Prioritize doing this to healers in this phase

    • Divide and Conquer occurs at 0:20, then every minute

    • Ideally, you want Azshara’s HP to be as close to 50% as possible when the 3rd Tidemistress dies

  • Phase 4

    • The Divide and Conquer beams rotate in Phase 4, so keep a close eye on the beam and make sure you don’t get hit

      • Spawn at 0:45 into the phase, then every minute

    • Lust at the beginning of P4, and burn cooldowns

    • Nether Portals spawn on random ranged players, just like on heroic. You’ll want to watch timers and bait these away from the Wards and the Console

      • A poorly placed Nether Portal, like directly on the console, can wipe the raid

    • Piercing Gaze received a buff for mythic - it is now an ability with 4 casts in succession, much like Za’qul’s tentacles. Don’t get hit by the beam

    • Because of the Console, Ward management in p4 changes a bit.

      • Each Console activation has 4 clicks you need to work through

      • Result of this is 3 Short Circuits, which kill off 30% of the max total charge on a Ward

      • This effect will always be applied to the Ward with the highest amount of charge

        • Meaning, if your 3 wards are at 10%, 10%, and 90%, the Short Circuit will choose the 90% one, and reduce the charge to 60%. 

        • This is repeated for all 3 Short Circuit applications

        • Because of this, in P4 you want to actually keep 3 of the Wards relatively low on charge, and one Yellow Ward at as close to full charge as you can

        • This’ll force Short Circuit to reduce charge on your chosen Ward, giving you control to have raiders soak stacks from it and charge it back up

        • Most likely, you’ll find it easiest to have the Console Ward as your fully charged one, have Azshara tanked near the console, and the raid positioned near this as well except when baiting Nether Portals

  • Ward Management​​​

    • There’s a lot of nuance that can go into trying to figure out Ward charge. To simplify things, we recommend not getting yourself frustrated by small details and instead focus on simply solving the problem. 

    • To this end, we recommend utilizing a spreadsheet tool put together by Echoes on EU-Laughing Skull. This spreadsheet is very detailed with timings, how many people should be soaking at those timings, and how many stacks to take at those times.

    • Link Here - WARD DOCUMENT 

    • Big props to them, thank you for allowing us to share your spreadsheet and thanks for the effort put in to make this. Also thanks to r/Dracomaros for communicating with us and giving us the green light to use this.

    • To use this spreadsheet, make a copy of the entire spreadsheet, then simply remove their character names, and input your raid group in a similar fashion

      • The debuff lasts 1 minute 50 seconds, and the idea is to keep people rolling into new soaks as their debuff falls off

      • Your timings may vary give or take a few seconds, but in general, this will serve as a fantastic tool to guide you through soaking

  • Phase 3 Positioning

    • Below you’ll find graphics showing one potential way to position your raid in Phase 3. This is by no means the only positioning that works, but it’s one that commonly works for a large number of guilds.

    • You may decide a different positioning strategy works better for you, this is only meant to be an example of one that can work.

    • Star is Azshara, Skull and Triangle are Tidemistresses, X is the Myrmidon

    • The idea of these positionings is to make dealing with Charged Spears as easy as possible, and keeping Azshara near an LoS point to make Arcane Detonation and Arcane Burst easier to deal with.

    • Shout out to raidplan.io for offering a great tool to model positioning. If you aren’t using this yet, you should be.