Queen Azshara

This is a four phase encounter, with intermissions between 1-2, and 2-3. Azshara is a long encounter, and some parts of the fight are difficult. We'll go over the abilities, and in the strategy section also include tips and tricks we've learned.

 

Encounter-wide Mechanic

  • Ancient Wards

    • There are 3 Wards on the ground with an energy bar

    • Throughout the fight, Azshara and her minions try to reduce the energy in the Wards

    • If all three Wards are drained of all energy, the raid dies instantly

    • Players can regenerate the Wards by standing in them

      • Each time a player stands in a Ward, they are debuffed with Drain Soul. Reduces max HP by 10%

      • You gain about 1 stack per second

      • This debuff lasts 1 minute 48 second

    • Whenever an individual Ward is drained, it’ll randomly have pressure surges, dealing 19k Physical damage to the raid

    • Most of the fight comes down to properly dealing with these Wards

    • There is also the Titan Console at the South side of the room, right at the top of the Southern Ward. We'll be talking about this Console several times.

    • Ancient Ward = yellow. 

    • Ward of Power = Blue (this is later in the fight)

 

Phase 1, Cursed Lovers

  • Azshara summons two mini-bosses, Aethanel and Cyranus. Each miniboss has its own set of abilities, as well as some shared interactions

  • Shared Mechanics

    • Torment

      • Increases Haste by 65% and damage dealt by 150% for both mini-bosses

    • Torment has 3 triggers. Two of them rotate back and forth during Phase 1

      • Painful Memories

        • The mini-bosses emote that they don’t want to see each other. Whenever they can see each other, they gain Torment

        • This is most of the phase

      • Longing

        • The mini-bosses emote that they DO want to see each other. Whenever they can’t see each other, they gain Torment

        • Lasts 10 seconds

        • Longing also drops puddles of Cursed Heart

          • Standing in puddles deals 38k Shadow damage per second, and reduces attack, casting, and movement speed by 30% while you’re in the puddle

        • Longing and Painful Memories are based on Line of Sight. Keep them out of LoS during Painful Memories, in LoS during Longing

      • When you kill one mini-boss, the other gains Torment until it dies

  • Aethanel

    • Lightning Orb

      • Drops bouncing Orbs from the sky, with a swirlie on the ground

      • If you’re hit by an orb when it reaches the ground, you take 151k Nature damage

      • Orbs bounce off the ground 3 times before despawning

        • They also despawn if they hit a player

    • Chain Lightning

      • Zaps a random player, and the zap jumps to other nearby players

      • Initial zap is 50k Nature damage, each subsequent jump is 20% reduction

      • Interruptible 

    • Cold Blast

      • Blasts the tank for 75k Frost damage, and applies a stack of Cold Blast debuff

      • If you have 3 stacks of Cold Blast, and are hit again, you get Frozen solid for 5 seconds

        • If you get frozen, Aethanel will immediately cast an Ice Shard at you, dealing 202k Frost damage

  • Cyranus

    • Serrated Edge

      • Successful attacks on the tank leave a stacking DoT, deals 50k Physical damage over 6 seconds.

        • Ticks every 3 seconds

        • Dodging or Parrying an attack prevents the DoT from being applied on that attack

    • Charged Spear

      • Launches a spear at a random player

        • Puts a big red mark over your head if you’re targeted

        • If you’re hit by the Spear as it’s traveling, you take 38k Arcane damage

        • When the Spear reaches its destination, it explodes for 151k Arcane damage to all players within 100 yards of the explosion

          • Deals 75k Arcane damage to anyone more than 100 yards away

        • The Spear travels THROUGH any player hit, and only stops when it comes in contact with a pillar or the console at the south side of the room​

  • Overzealous Hulk

    • Azshara spawns giant Hulk mobs at 0:30, then every minute during P1

    • These hulks cast Ground Pound about 15s after spawning

    • Drains 33 energy from the closest Ward

    • Also deals 25k Physical damage to the whole raid

    • These adds can be CC’d one time, then go immune to all forms of CC

      • This is EXTREMELY touchy. Warrior charge counts, Prot Pally Avenger's Shield counts, any slow counts, etc. Be extremely careful not to apply any CC effects to the Hulk except your intended one​

  • Queen Azshara

    • You don’t fight Azshara in Phase 1, but she still screws with you

    • Drain Ancient Ward

      • Azshara will drain power from the closest orb, 10 power/second for 10 seconds

      • Happens at 0:25, 1:44

    • Arcane Orb

      • Creates a few Arcane Orbs throughout the room, that eventually explode for 101k Arcane damage

      • If you soak them, they shrink in size, reducing their eventual explosion damage

      • You can soak them entirely and make them disappear

      • Soaking deals 15k Arcane damage per second

    • Beckon

      • Azshara takes over the mind of a player, causing them to walk to the Center rune

      • If they reach the rune, they become a bubble, and take 8% of max HP damage per second while in the bubble

      • If the player becomes a bubble, kill the bubble asap

  • When both Aethanel and Cyranus die, Phase 1 ends and you enter Intermission 1

 

Intermission 1

  • Arcane Orbs keep spawning and must be dealt with

  • Queen’s Decree

    • Similar to the Decrees on Queen’s Court. Follow Azshara’s orders

    • Every player will randomly be assigned up to 2 orders

    • Suffer

      • Soak an orb

    • Obey

      • Do NOT soak an orb

    • Stand together!

      • Obvious, stand next to someone else affected by this

    • Stand Alone!

      • Also obvious, stand by yourself

    • Stay!

      • Don’t move

    • Every time you fail at one of your assigned orders, you gain a stack of Sanction debuff

      • Deals 50k Arcane damage over 10 seconds. Stacks indefinitely

  • Basically, Intermission 1 is follow Azshara’s orders. People with Suffer must soak the Arcane orbs so you don’t die. Weak auras will be incredibly valuable for this intermission

  • Intermission ends after the Arcane Orbs all expire

 

Phase 2, Azshara 100% - 70%

  • Ward of Power

    • Azshara activates the rune in the middle of the room. As this Ward gains charge, Azshara's damage is increased. When a player stands on the Ward of Power, it drains the charge

  • Queen Azshara

    • Arcane Mastery

      • Every 3s in Phase 2, Azshara nukes the raid with Arcane Missiles for 12k Arcane damage

    • Arcane Jolt

      • Zaps the tank for 63k Arcane damage

      • Occurs every 6s

      • Applies Arcane Vulnerability, increasing Arcane damage taken by 5% per stack

      • You go from 1 stack, then to 20, then 10 stacks each time

      • This CAN be Spell Reflected, doing so deals damage to the boss, applies Arcane Vulnerability to her, and prevents the application of stacks on you

    • Beckon

      • Works similar to P1, except now you're Beckoned to Azshara instead of a Ward

      • If you reach Azshara, you become hostile to the raid and must take a large amount of damage from other players to break the effect

    • Titanic Machinations

      • Azshara drains or powers the closest Rune on the ground every 1 second

      • If she’s closest to the Ward of Power, she energizes 41 per second

      • If she’s closest to an Ancient Ward, she drains 19 per second

    • Arcane Detonation

      • Azshara explodes with energy, deals 202k Arcane damage

      • This can be LoS’d by the various pillars or the Console, and doing so prevents damage

    • Reversal of Fortune

      • Azshara swaps one of the Ancient Wards with her Ward of Power

    • Arcane Burst

      • 20 second debuff, after 20s you explode for 88k Arcane damage to everyone in LoS

      • If Azshara is in LoS when this explodes, she immediately casts another explosion herself

      • Immediately explodes if dispelled 

  • Adds

    • Azshara summons two types of adds, Azshara’s Devoted and Azshara’s Indomitable

    • They all try to reach the Ward of Power

      • If a Devoted reaches the Ward, it casts Final Sacrifice, adding 50 energy to the Ward

      • If an Indomitable reaches the Ward, it also casts Final Sacrifice, but adds 200 energy to the Ward

    • Devoted adds can be knocked back, slowed, etc. Ring of Peace is amazing here

    • The Indomitable needs to be nuked hard

  • When Azshara hits 70%, she stops casting, starts RP talking, and begins Intermission 2. You can continue damaging her during this RP, and throughout the intermission.

 

Intermission 2

  • Similar to Intermission 1

  • All the same mechanics happen, but depending on timing you may also have P2 adds to deal with. This is not ideal, you want to try to leave Phase 2 before a second set of adds spawns

  • There’s also a new Decree: March!

    • Keep moving. Standing still grants stacks of Sanction

 

Phase 3

  • Azshara summons two Tidemistress mini-bosses, and one Loyal Myrmidon

  • Myrmidon

    • Needs to be tanked

    • Charged Spear

      • Works exactly the same as Charged Spear from Cyranus in Phase 1. This Spear goes right through any players hit, and only stops if it hits either a Pillar, the Console, or the outer bubble of the room

  • Tidemistresses

    • Two of these mini-bosses spawn. One spawns on the Southern Ward, the other spawns on either the East or West Ward

    • Immobile

    • Chain Lightning

      • Same as Aethanel casts in P1, interruptible

    • Static Shock 

      • Shocks a random player for 6 seconds

      • Every 3 seconds, this player explodes and deals 25k Nature damage to everyone within 8 yards

    • Drain/Energize Wards

      • The Tidemistresses either energize Ward of Power or drain Ancient Wards for 7 power per second

    • Crystalline Shield

      • These mobs have an energy bar. At 100 energy, they cast Crystalline Shield, which prevents all damage and interrupts

        • This shield can be broken if hit by a Charged Spear

        • The play here is to have the person marked by Spear to position themselves with a Tidemistress between the player and the Myrmidon

      • When the shield pops, all players take 25k Physical damage

  • Azshara

    • Retains all of the abilities from Phase 2

    • Reversal of Fortune is empowered, becoming Greater Reversal of Fortune

      • Each time she casts this, instead of only swapping one Ancient Ward for a Ward of Power, all Wards swap to the opposite. So, you go from 3 Ancient Wards to 3 Wards of Power, and so on

    • Beckon gains a new twist: Jealousy

      • If you’re within 8 yards of another Beckoned player, you both move 20% faster to the edge of the room

 

Phase 4

  • Azshara

    • Retains Beckon, Titanic Machinations, and Greater Reversal of Fortune

    • Piercing Gaze

      • Azshara calls an eye beam from a random side of the room, dealing 101k Shadow damage to anyone hit

    • Nether Portal

      • Azshara opens a rift for 10 minutes

      • Standing near the rift causes you to take 25k Shadow damage per second

      • This is cast on a random Ranged/Healer player

    • Overload

      • Azshara periodically causes the Titan Console to Overload

      • The Console has energy stored inside it

      • If you click the console, some of the energy will be released, dealing 63k Spellstrike damage to the raid, plus one extra random effect

      • Any unreleased energy after a period of time is released all at once, dealing the full combined amount of damage plus random effects

      • Must be clicked 4 times total per Overload

    • Random Overload Effects

      • Essence of Azeroth

        • Greatly empowers 1 random DPS player

        • After 40 seconds, they die

      • System Shock

        • Massive DoT on a random player, deals 1.2 million Spellstrike damage over 60 seconds

      • Short Circuit

        • Console glitches, causing an Ancient Ward to lose a large chunk of power

 

Strategy

 

  • Ancient Wards/ Ward of Power

    • These appear to have an energy pool maximum of 1000

    • Throughout the whole fight, the goal is to keep Ancient Wards partially filled

    • Whenever an Ancient Ward hits 0 energy, it’ll do about 20k damage to the raid every second, so you want to prevent this from happening

    • All players need to be helping with Wards. For most of the fight, 4-5 stacks is safe. In Phase 1 and 2, 6 stacks is safe, and even tanks can take 1-2 stacks during P1 or P2

    • The priority on Wards is the following

      • 1) No Ancient Wards at 0

      • 2) Ward of Power below 25% as much of the time as possible

      • 3) Dancing to offset Azshara’s natural 41/second drain on an Ancient Ward

  • Phase 1

    • Start by having them tanked together, near the East pillar.

      • At 18 seconds into the fight, Painful Memories is cast. Drag Aethanel to the opposite side of the East Pillar​

      • Painful Memories expires at 1:02. At this point, it's safe to stack the bosses again for cleave

    • Tanks should try to drop the purple puddles as close to a previous one as possible

    • We recommend not tank swapping in Phase 1, as executing a tank swap is much more dangerous than just surviving through the alternative

      • By not swapping, the Aethanel tank WILL get frozen at some point​ (usually. There's a bit of Jaina-like spell queing shenanigans)

      • This usually occurs between 0:50 and 1:00. You'll want to just pop a big CD, and you'll survive without much issue

      • This usually times out that after you get frozen, you can then immediately stack the bosses back up

    • Interrupt as many Chain Lightning casts from Aethanel as you can

    • The Hulk can only be CC’d a single time, so you want that CC to be the most valuable. Therefore, you’ll want to use the longest stun possible. Prioritize Hammer of Justice as your stun. Nuke the Hulk asap to minimize the time he’s Pounding

      • As noted before, ANY CC, no matter how minor, counts as your 1. Warrior Charge, Protadin Avenger's Shield, etc, all count. Be extremely careful. ​

    • Dodge Lightning Orbs on the ground

    • Charged Spear target needs to move to an edge of the room, and all other players need to move out of the direction the Spear is being thrown

    • Make sure to handle Beckon properly. If someone reaches the rune, kill off the bubble ASAP

      • Basically, if you position yourself near the edge of the room, you won't make it to the rune. Focus on the positioning, to prevent yourself from ever reaching the rune, and it basically negates worrying about this

    • Kill the mini-bosses at the same time, and move on to the Intermission

    • At the end of this phase, and the beginning of Intermission 1, you want to make sure all the Wards are at or near full charge

  • Intermission 1

    • Follow Azshara’s Decrees

    • 5 Arcane Orbs. This scales based on raid size. 

    • The most difficult combination is Spread and Soak (Suffer! and Stand Alone!)

      • We’ll call this the “BAD” combination

      • You want the people with the Bad combination to get to orbs ASAP and basically claim an orb as their own

      • You can have your raid leader mark rough locations of orbs as the ones being claimed by Bad players

    • All of the Suffer! and Stand Together! affected players should soak the same orb, whatever is remaining not being soaked by Bad players

    • The rest of the combinations are straight forward to follow

    • You want to take as few stacks of Sanction as possible during this phase

    • After the last Arcane Orb finishes, you enter Phase 2

  • Phase 2

    • Dealing with Azshara

      • Tanks need to primarily focus on positioning from this point forward

        • Start Azshara on the East Ward. Tank her there until the first set of adds spawns. Then, move her to the West Ward. Stay at the Northeast side of this West Ward, as there'll be an Arcane Detonation at this point, so you want to give your raid an easy spot to LoS

        • From there, it's based on Ward charge and the blue Ward positioning. Ideally you'll move back and forth between the West ward and Center Ward. If at any time the Ward you're on becomes the Ward of Power, move to the next closest one

        • Always keep Azshara near whichever is yellow, not blue

        • When the boss gets to be around 72%ish HP, position her between the West/Center and South Wards, slightly closer to the West/Center. Whichever is not the Ward of Power

      • All players should work to ensure the yellow Wards stay as charged as possible. 4-5 stacks is pretty easily safe here, and you can even go to 6 if needed​

        • Make sure the blue Ward is below 25%, but preferably empty​

      • Arcane Jolt

        • Tanks should taunt swap whenever stacks fall

      • Beckon now calls players to Azshara instead of the center Ward

        • When Beckon is about to happen, ranged should move max distance from Azshara​

      • ​​When Azshara starts casting Arcane Detonation, everyone except the active tank should get to the opposite side of the pillar, out of LoS

      • Do not dispel Arcane Burst.

        • Affected players need to be responsible for getting out of the group, and standing behind either the console or a different pillar than the raid is

        • You absolutely do NOT want Azshara to get clipped by your explosion

        • Worst case scenario, detonate on the raid behind the pillar everyone is at. Just do not let the explosion clip Azshara

    • Dealing with the Adds

      • The Devoted adds could be rooted, slowed, etc, but the Indomitable could not

      • The Indomitable adds have a lot more HP than Devoted

      • First wave comes at 0:27 into the phase, second wave at 1:42 into the phase

      • Each wave has 3 add spawn points

        • Each set of Devoted is 3-4, depending on raid size

        • Wave 1 is 3 sets of Devoted. Wave 2 is a single Indomitable

        • It is very easy to skip the Indomitable

      • The Devoted adds can be frozen in place, rooted, knocked back, and displaced. You should utilize all of these. Ring of Peace is amazing, as it can be dropped in the middle of the Ward and prevent all the Devoted from reaching it

        • If you have a BDK tank, they should use Mass Grip when the adds all get close to the center, then everyone nukes the adds. The lazer beam Azerite Essence will basically vaporize them​

    • Once Azshara reaches 70% HP, you enter Intermission 2. You can continue damaging her here

  • Intermission 2

    • At the beginning of Intermission 2, Azshara summons 4-5 Arcane Orbs that need to be dealt with. 

    • Depending when you push, you may also have Phase 2 adds alive

      • This isn't ideal. You want to beat this timer

    • Deal with these orbs like you did in Intermission 1. 

    • Remember to let Spread/Soak players take an Arcane Orb first, with the Stack/Soak players grabbing what's left

  • Phase 3

    • Azshara

      • Keeps doing all of her Phase 2 abilities, so continue dealing as you had been

      • Keep an extra eye out for Beckon. Affected players within 8 yards of each other now move 20% faster

      • Tanks should position Azshara at the South Ward to start the phase

    • Adds

      • Myrmidon​​​

        • This add spawns as the phase begins at a random location around the room

          • He's kind of as asshole, and will just run to the closest healer, 1 shoting them unless he's taunted immediately. This is actually rather difficult, and the tank assigned to picking up the Myrmidon needs to be really on their toes here​

          • Tank should then bring the Myrmidon to the South Ward where Azshara and one caster add are

        • If you are marked by Charged Spear, make sure you position yourself so a Tidemistress is between you and the Myrmidon, and so that the Spear will NOT hit a Pillar or the Console

        • Everyone else needs to move out of the path

      • You want to cleave the Myrmidon, but don’t kill it right away. You need it to live long enough to cast Charged Spear twice, so you can break the shields on both Tidemistresses 

      • Tidemistresses

        • Kill the Southern Ward Tidemistress first. Ideally, kill her before she hits 100 energy and bubbles herself

        • If you are affected by Static Shock, just move away from people. Everyone near you should also shift, making sure nobody is within 8 yards of you

        • If she bubbles, make sure to get a Charged Spear through her

    • Azshara casts Arcane Detonation pretty early in this phase, while you're killing the Southern add. Almost immediately after, she'll swap yellow wards to blue, so be ready to move her to the Center Ward, as that'll be the only yellow one.

    • Once the first Tidemistress dies, the raid should IGNORE the 2nd one. Just nuke boss

    • When there are 3 blue 1 yellow, absolutely do NOT let the Ancient Ward hit 0 energy. 

      • Conversely, when it's 3 yellow 1 blue, make sure no yellows ever get to 0, you don't want to deal with that extra damage​

    • This is the most difficult phase of the fight. You need to focus on keeping the yellow wards as charged as possible as the priority, then keeping the blue wards as low as possible.

    • The easiest way to die in this phase is Charged Spear. Positioning of this is vital, if the Spear ever hits a Pillar or the Console, it's likely you'll wipe.

    • Also of note - you'll get a second Myrmidon during the time you're killing the 2nd caster add. Tanks need to be ready for this so a healer doesn't get 1 shot.

    • When both Tidemistresses die, or the boss hits ~40% HP, Phase 4 starts

  • Phase 4

    • Continue handling Beckon, Greater Reversal of Fortune, and Titanic Machinations as you had in P3

    • Dodge the Piercing Gazes

    • Tanks no longer need to swap. Pick 1 tank to hold boss, 1 for console

    • Make sure not to stand near Nether Portals. Ranged DPS should try to bait these so they aren't on top of the Console

    • Overload

      • Have one tank assigned to click the Titan Console. It requires 4 clicks per Overload​​

      • You’ll have to coordinate how short a time period between clicks you want, based on total time you have and how many clicks are required. Every 3-4 seconds should be fine

      • If you’re affected with Essence of Azeroth - Blow absolutely everything you have into the boss. Any CDs left, any potions left, etc. Do as much as you can before you die.

      • Healers should have an assigned person to focus anyone with System Shock

        • Ticks every second, 20k/second

        • This is a heavy amount of damage, so healers need to be on their toes to keep the affected players alive

      • Short Circuit

        • When this effect occurs, make sure to have some people power back up the Ancient Ward

    • You want to lust as soon as you get into this phase, and burn the boss as hard as possible. Eventually, between Overload and the Wards, you'll just run out of time and die, so handle the mechanics as well as you can, ​​keeping yellow wards charged and blue wards low, for as long as you can, and just nuke Azshara. 

    • GG!

 
 
 
 
 
 
 

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