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Za'Qul, ​Harbinger of Ny'alotha

 

This is a 4 phase fight, with Phases 1-3 being relatively short, and Phase 4 being the last 50% of the fight. In Phase 2 at 85%, you enter the Fear realm. In Phase 3 at 70%, pre-assigned players will enter the Delirium realm. In Phase 4 at 50%, you are able to swap between the realms. Being in a different realm than another player works like Desolate Host, full LoS. You cannot heal someone from a different realm.


 

Encounter Mechanics

  • Dark Beyond

    • If you leave the encounter platform, you take 215k Shadow damage every second. Don’t do this, pure and simple

  • Hysteria

    • Starting in P2, as you descend through the different realms, you gain a debuff called Hysteria

    • Deals 4300 Shadow damage per second for 25 seconds, stacks indefinitely 

    • You gain 1 stack every 15 seconds while in the Fear Realm. You gain a stack every 6 seconds in the Delirium Realm.

 

Abilities in all four phases

  • Mind Tether

    • The current tank and the closest player to the current tank are mind linked

    • Mind linked players take 50% of each other’s damage as Shadow damage

      • So, if the active tank gets melee’d for 100k damage, the Mind Tethered player takes 50k Shadow damage

    • Damage is increased if the affected players move more than 12 yards away

    • If no target is found, the affected player is stunned for 10s

      • This can happen later in the fight, as you flip between realms

  • Dread

    • Debuff on random players, 2-4 depending on raid size

    • Fears the affected players, and deals 7500 Shadow damage per second for 10s

    • When the debuff is removed, the whole raid takes 76k Shadow damage

    • Dispellable

  • Crushing Grasp

    • Za’qul summons a big portal on a random side of the room, and after a few seconds a giant tentacle will come out of the portal, in a straight line, and slap you silly

    • Deals 227k Shadow damage to anyone hit, and knocks them back

    • Easily avoidable, just don’t stand directly in the path from the portal

 

Phase 1, 100% - 85%

  • Portal of Madness

    • At 0:25, the boss spawns 3 Horrific Summoners

      • These adds channel Dark Tear

        • Opens circles on the ground. Each Summoner’s circle spawns 2 Horrific Vision adds every 20 seconds

      • If the Dark Tear channel completes, the whole raid takes 227k Shadow damage

        • 120 second cast

      • Horrific Vision

        • Little sha-style adds, just need to be killed off

        • These guys have a buff called Gathering Nightmare

          • Starts at 30 stacks, and they lose 1 stack every 2 seconds

          • Each stack increases damage taken by 5%, and speed reduced by 2%

            • Basically, they start by taking 150% increased damage and being 60% slower moving, with each of these effects reducing over time

          • If they reach 0 stacks, they turn into Unleashed Nightmare adds

            • Gain Quivering Claws

              • Makes their melee damage hit for Shadow damage instead of physical

              • Also applies a stack of Hysteria

          • You really don’t want that to ever happen, so kill off these little buggers

 

Phase 2, Fear Realm - 85% - 70%

  • Boss starts P2 by casting Fear Realm, causing Hysteria to start stacking

  • Manifest Nightmares

    • 6 second debuff applied to 2 random players

    • Deals 40k Shadow damage every 2s to the player and anyone within 7 yards

    • Each tick also leaves a puddle on the ground called Nightmare Pool

      • Deals 152k Shadow damage per 2s while standing in the pool

    • After 6s, a Horrific Vision add spawns from where the affected players are standing

      • These adds work exactly like in P1, so just kill them

  • Maddening Eruption

    • Za’qul makes a giant voidy looking swirlie on the ground somewhere

    • After a few seconds, it erupts, dealing 176k Shadow damage to the raid

    • However, if Za’qul himself is standing in the swirlie when it erupts, only players within 10 yards of the eruption take the damage

      • Also, the eruption debuffs Za’qul, causing him to take 30% increased damage for 20 seconds

 

Phase 3, Delirium Realm - 70% - 50%

  • Delirium’s Descent

    • Za’qul casts this to start P3, and then every 25s in Phase 3

      • Basically, there are 3 little orange-ish pools that will appear on the ground, directly in front of Za'qul. These need to be soaked, sending the soaking player into the Delirium Realm

      • The rest of the raid stays in the Reality Realm until they stand in a pool

      • If all three puddles aren’t soaked, the raid takes 98k Shadow damage

    • While in the Delirium Realm, you gain 80% haste, and gain a stack of Hysteria every 6 seconds

    • You are also hostile to all other players while in the Delirium Realm

    • Also, damage that would otherwise kill you instead sends you to the Reality Realm, and stuns you for 6s

      • The stun is dispellable

  • Tentacle Slam

    • Tentacles spawn at the start of this phase around the edges of the room

    • One will periodically Slam, dealing 252k Shadow damage to anyone hit

    • Just move out of the targeting area

 

Phase 4, All Pathways Open, 50%-dead

  • Thalyssra

    • Pulls everyone to reality realm, and also creates a portal to the reality realm

      • This portal is available in both the Fear and Delirium realms, and clicking it takes you back to the reality realm

  • Dark Pulse

    • Za’qul bubbles himself for 5% of his max hp, and starts casting Dark Pulse, 20s cast

    • At the end of the cast, deals 280k Shadow damage to the whole raid

    • Breaking the bubble interrupts this cast, and stuns Za’qul for 1.5s

  • Maddening Eruption

    • Occurs just like P2. Timing is roughly 1:20 after you start Phase 4, then 1:40 after that. 

  • Dark Passage

    • Za’qul opens a portal into the Fear Realm, and spawns 3 Horrific Summoners at random locations within the Fear Realm

      • Summoners can only be damaged by players in the Fear realm

      • Summoners spaw the Horrific Visions just like in P1

        • Visions CAN be damaged by players in any Realm

      • Just kill the Summoners and the Visions

  • Manic Dread

    • Basically a buffed version of Dread

    • Does everything the same, but with an additional effect

    • The affected players leave a mark at the location where Manic Dread is removed, and after a few seconds that location explodes for 164k Shadow damage within 7 yards

      • Also leaves a pool of Caustic Delirium

        • Puddle on the ground, deals 2500 Shadow damage per second while standing in it

        • Damage increases over time, gain 1 stack per second

        • At 5 stacks of Caustic Delirium, you get transported to the Delirium Realm

 

Strategy

  • Phase 1

    • Tanks should stand on each other, to ensure they are the ones Mind Tethered

      • Just deal with the damage

      • The tank who has more Magic Damage mitigation tools should be the offtank

    • Everyone should be loosely spread, but not too far. Collapsing during the AoE for Dread will help healers keep everyone up

    • Healers should have assignments for dispelling Dread. Dispel one ASAP, wait a couple seconds, dispel a second, wait a few seconds, then let the 3rd expire

      • Spreading the damage over a few seconds should help your healers keep everyone up

      • Alternatively, you can have a priest Mass Dispel, and have 1-2 healers pop a major CD, and deal with all the damage at once. It’s 225k to the raid before mitigations, so this is dangerous, but makes it overall a bit easier.

    • Kill off the Summoners one by one. Raid Leader should mark a Skull and X, kill Skull, then X, then unmarked

      • Tanks should pick up the Horrific Vision

    • Dodge the Crushing Grasp tentacles, they’re blatantly obvious, make sure you don’t stand in the path

  • Phase 2

    • Continue dealing with all of the P1 shared abilities as you were. Mind Tether, Crushing Grasp, and Dread fit this. 

      • In P2, stacking and CDing the Dreads becomes more dangerous, due to there being more passive AoE damage, plus the Manifest Nightmares

      • There is an overlap of Manifest Nightmares and Dread in this phase, the first cast of each. 

    • You’ll want to watch DBM or BigWigs timers, and make sure you spread /range 7 right before the Manifest Nightmares goes out

      • Affected players should try to drop the puddle near the edges of the room

      • Tanks should pick up the Visions asap, and they should be burned down quickly

    • Tanks need to make sure Za’qul is in each Maddening Eruption swirlie

      • When the eruption is down, melee may want to move out to avoid taking the 176k Shadow damage, unless they can use a defensive to mitigate it

  • Phase 3

    • Again, keep dealing with Mind Tether, Crushing Grasp, and Dread the same as you have been

    • Dodge Tentacle Slams

    • As for the Delirium’s Descent, you’ll want to pre-assign assault teams of 3 to go down into Delirium’s Descent

      • You should prioritize DPS classes who benefit the most from the 80% haste increase, to maximize the raid’s DPS

      • When you’re in the Delirium Realm, do anything you can to extend your own life. Once Hysteria stacks get too high, and your HP hits 0, you’ll get ported into the Reality Realm

      • You’ll continue taking AoE damage while in the Delirium Realm from Dread explosions, so when that occurs it’s likely it’ll “kill” you

      • Healers need to keep an eye on when people come back to Reality, to dispel and heal them

  • Phase 4

    • Phase 4 is hectic as hell, with a lot of different things you need to deal with

    • Important to note - the different realms function like Desolate Host - full LoS except for being able to attack the boss. Basically, if you're in the Fear Realm, a player in the Reality Realm cannot heal you, and vice-versa.

    • You should have an assigned spot in P4 to try and drop pools of Caustic Delirium

      • This'll both help prevent accidental deaths to it, and help assigned players know where exactly they need to go to enter the Delirium Realm​

    • All DPS except your Delirium team should go into the Fear Realm to kill the Summoners

    • Have an assigned group of 3 for the Delirium Realm.

      • These players should enter the realm ASAP once Caustic Delirium pools are available.

      • Prioritize Aff Locks, as they can survive the longest. Shadow Priests have extremely high DPS in this realm, so you can use them too

      • You can generally survive for 40-50s inside the Delirium Realm, with Aff Locks lasting a bit longer. After you pop out of the Delirium realm, wait for Hysteria to fall off, get healed up, and go back down​​

      • The first time you can go down is usually around 30 seconds after Phase 4 starts. Go down ASAP

      • Once you "die" and get kicked out, wait for your Hysteria to fall off. Go back down into the Delirium Realm as quickly as possible after your stacks drop

      • You want to make sure you get into Delirium around the 2 minute mark into Phase 4, as you'll then get a Maddening Eruption, causing Za'qul to take 30% increased damage

      • Continue rotating in and out of the Delirium Realm, spending as much time down as you can.

  • Phase 4 Timings​

    • This may be helpful for pre-planning when you're sending groups where.​ The moment you start Phase 4 will be our 0:00 time. The timings are slightly estimated, and may vary by a couple seconds either direction

    • 0:25 - Summoner add spawn

    • 1:22 - Dark Pulse

    • 1:50 - 2nd Summoner Add

    • 2:07 - Maddening Eruption (30% increased boss damage taken)

    • 2:57 - 2nd Dark Pulse

    • 3:13 - Maddening Eruption

    • 3:15 - Summoner Add - You should ignore this add, and nuke the boss to kill him.