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Eye of Azshara

Contents
Overview ........................................................................................................................................................................... 1
Warlord Parjesh Trash.................................................................................................................................................... 2
Warlord Parjesh ................................................................................................................................................................ 2
Lady Hatecoil Trash ........................................................................................................................................................ 2
Lady Hatecoil ..................................................................................................................................................................... 3
Serpentrix Trash ............................................................................................................................................................. 3
Serpentrix .......................................................................................................................................................................... 4
King Deepbeard Trash .................................................................................................................................................... 4
King Deepbeard................................................................................................................................................................. 5
Wrath of Azshara - Trash .................................................................................................................................................. 6
Wrath of Azshara .............................................................................................................................................................. 6

Overview

Bosses are arranged in a circle around the final boss Wrath of Azshara. Taking a clockwise route is
recommended (see map)
Dont go near the summoners in the centre of the
map until youve killed the other four bosses as they
will hurt you
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The dungeon environment changes as you kill
bosses:
o After killing 2 bosses, Violent Winds will
occasionally push players in a random
direction. Violent Winds lasts for 10 seconds
and occurs every 90 seconds.
o After killing 3 bosses, Lightning Strikes start
to appear near players. A blue swirl will
appear on the ground 3 seconds before the
lightning strikes.

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5
1

Warlord Parjesh Trash

A lot of the trash on the way to Parjesh can be skipped by hugging the stone wall to the far left of the path.
Hatecoil warriors Low priority for DPS however the tank should make sure to turn them away from the
group due to Coral Slash, a cone ability that places a bleed on all players in front of the warrior
Hatecoil stormweavers Lightning blast can be ignored however Storm and Arc Lightning should be
interrupted. Storm is a 12 second channel that does AOE damage to all players within 10 yards. If not
interrupted, the tank can just move the group out of its range. Arc Lightning is essentially a Chain Lightning
spell that deals heavy damage.
Hatecoil crushers Heavy melee damage dealers. Thundering stomp deals damage to all players and briefly
stuns. Should be interrupted.
Hatecoil oracles Will attempt to heal other naga with Rejuvenating Waters. Should be interrupted.
Hatecoil wranglers Will only be encountered if you do not take the shortcut mentioned above. Hooked net
roots players. Lightning prod deals damage, turns nearby Wandering Shellbacks hostile and enrages them.
Wandering Shellbacks - High health. Crunching bite reduces the tanks armour by 20% for each stack so can
be a problem if fighting a large pack/ too much has been pulled.

Warlord Parjesh

Occasionally Parjesh will Call Reinforcements which will summon a Hatecoil


Crestrider and Hatecoil Shellbreaker. Hatecoil Crestriders should be focussed
down first and their Restoration spell interrupted as it heals Parjesh.
After the second Call Reinforcements, Parjesh will target a player with
Impaling Spear which will fly in the direction of the target and deal heavy
damage to the first thing hit. Players targeted with Impaling Spear should
reposition so it hits the Hatecoil Shellbreaker or, if the add is dead, so it only
hits them and use a defensive CD.
Roughly every 30 seconds, Parjesh will rush forward with Crashing Wave
dealing damage to all players in its path. Tanks should keep Parjesh faced
away from ranged players to avoid them taking damage. Melee DPS and the
tank should just step away when Parjesh is about to use Crashing Wave.
Crashing Wave will also leave behind pools of quicksand which slows and deals
damage every second. Tank may need to reposition to avoid Parjesh being near one of the pools.
Parjesh will periodically target a non-tank player with Throw Spear, a moderate DoT use a defensive CD.
Parjesh enrages at 30% HP, use TW/BL/Hero here if necessary.

Lady Hatecoil Trash

To engage Lady Hatecoil you must kill 2 of the 4 Hatecoil Arcanists to disable the shield around her. The
easiest route is to kill the lone arcanist on the path and then the other just to the left of the path.
The Hatecoil Arcanists abilities can be interrupted. Priority is:
Aqua Spout > Arcane Rebound
Aqua Spout deals damage and knocks players up into the air. Arcane Rebound deals damage and bounces to
other players within 5 yards.
Polymorph: Fish turns a random DPS player into a fish for 12 seconds and can be dispelled.
Most other trash can be skipped by cutting through the trees to the beach. Before pulling Lady Hatecoil,
clear the water of Saltsea Droplets as they detonate on death causing AOE damage and slowing players.

Lady Hatecoil

The fight occurs in a small, shallow tide pool studded by


Sand Dunes, which players must use to avoid certain
mechanics. DPS cooldowns should be used at the start of the
fight, when there is less movement necessary. To minimize
movement during these cooldowns, players may begin on a
Sand Dune since Static Nova is always cast first.
Static Nova deals very heavy damage and stuns any player
who is standing in the water and should be avoided by
standing on a sand dune. The Static Nova cast is 4 seconds,
so make sure you are near a Sand Dune at all times.
15 seconds after Static Nova, Lady Hatecoil will cast Focused
Lightning. When the cast finishes, all players will be struck by
lightning so powerful that it will destroy nearby Sand Dunes.
Players should stand in the water when Lady Hatecoil begins
to cast Focused Lightning. Focused Lightning also triggers
Excess Lightning if any players are within 5 yards of each other which deals heavy damage.
Avoid the shore - any player leaving the encounter area will be targeted by Crackling Thunder, dealing heavy
damage that ramps up quickly.
Lady Hatecoil will occasionally cast Beckon Storm, spawning a Saltsea Globule near each player. Like the
Saltsea Droplet trash, when the Globules die, they detonate in a Watery Splash dealing light damage to
nearby players and slowing them.
Lady Hatecoil will occasionally debuff players with Curse of the Witch. When Curse of the Witch expires or is
dispelled, it creates a large cone in the direction that the player is facing knocking back any players standing
in it. Make sure to face away from the group when it is about to expire. The cone will also destroy lesser
enemies in its path, so can be used to eliminate the Saltsea Globules.
Monsoon is a small tornado that will slowly follow the nearest player. If the Monsoon touches the player, it
will knock them high into the air. If the Monsoon reaches a Sand Dune, it will destroy the Sand Dune (and
the Monsoon). Players should kite the Monsoon away from Sand Dunes, or kite it over a distant Sand Dune
to despawn it.

Serpentrix Trash

Clear more trash than you think you need to as this fight requires a lot of movement and pulling extra trash
could cause a wipe.
Seaspray Crabs occur in wandering packs of five. Jagged Claws deals damage, leaves a DoT effect and can
stack.
Mak'rana Hardshells attack with Clobbering Claws, causing each melee attack to deal additional damage split
across all players within 5 yards of its target. Non-tank players should avoid being within 5 yards of the tank
to avoid taking this damage. The Hardshells Armorshell ability should be interrupted. It creates and
absorption shield around the Hardshell which once shattered deals damage to everyone in the group.
Mak'rana Siltwalkers should be pulled alone when possible. The Siltwalkers periodically S pray Sand at their
primary target. Spray Sand deals heavy DoT damage to players in front of it, and has a range of 30 yards.
Non-tanks should avoid standing in front of the Siltwalkers. Tanks should side-step the Spray Sand to avoid
it. Siltwalkers will also debuff a random player with Sandstorm. Sandstorm creates has an AoE aura which
reduces party members likelihood of missing, move away from the party until the debuff is dispelled.
Stormwake Hydras deal damage with their Roiling Storm and Chaotic Tempest abilities. Both spells summons
bouncing lightning bolts that deal damage to players standing in their impact zone and are marked by large
beams of light and ground effects. Roiling Storm's lightning bolts always bounce in a widening cone in front
of the Hydra which the tank can simply side-step. Chaotic Tempest's lightning bolts will bounce to random
locations near players. Tail Whip deals damage to and knocks back players standing behind the Hydra. Nontank players should stand to the side of the Hydra to avoid this.

Although Cove Seagulls are neutral, they can be accidentally pulled by cleave or AoE abilities. Cove Seagulls
will occasionally disorient their target with Blinding Peck. To avoid accidentally pulling these during the boss
fight its probably best to kill them before pulling the boss.

Serpentrix

During the main phase, players fight only Serpentrix's main head. Serpentrix will use two abilities against the
party: Poison Spit and Toxic Wound.
Poison Spit targets the ground near two random players with each cast. After two seconds, the Poison Spit
projectile will land dealing AoE damage.
Serpentrix will cast Toxic Wound approximately every 25 seconds, targeting a random non-tank player. Toxic
Wound lasts for 6 seconds, and causes the target to drop a Toxic Puddle at their feet every second. Toxic
Puddle deals damage, and, if stacked in the same location,
can be quickly fatal. Toxic Puddles will remain for the rest of
the fight. The affected player should move away from the
party quickly and drop Toxic Puddles in a safe location.
At 66% and 33% health, Serpentrix will Submerge and
reappear from another sinkhole. When Serpentrix reemerges, a red Blazing Hydra Spawn and a purple Arcane
Hydra Spawn will also emerge from random sinkholes. Due to
the Hydra Head buff, attacking these adds also deals damage
to Serpentrix.
Blazing Hydra Spawns deal party-wide AoE with Blazing
Nova and should be focussed down first. Interrupt Blazing
Nova as much as possible.
Arcane Hydra Spawns repeatedly cast Arcane Blast at a
random player. Arcane Blast generates a stack of Arcane
Charge. For each stack of Arcane Charge, arcane blast will
deal 50% additional damage. Interrupt Arcane Blast where
possible.
During this phase, Serpentrix will continue to cast Toxic
Wound and Poison Spit. Additionally, if there are no targets
within melee range of him, Serpentrix will cast Rampage,
causing Poison Spit at a rapid rate. The tank should always
chase the main Serpentrix head during this phase, to avoid
Rampage. Ranged DPS with interrupts, or the tank, should
interrupt the first Rampage if Serpentrix spawns far away from the party.
Once both heads are dead, the fight returns to the simpler main phase.
Use BL/TW/Hero either at the start of this encounter or during the first Submerge phase.

King Deepbeard Trash

A lot of the trash on the way to Deepbeard can be skipped. The Skrog Wavecrasher in the mouth of the cave
leading from Serpentrix to King Deepbeard can be skipped by running along either extreme side of the cave
walls. Several packs of Saltscale murlocs can be skipped once outside of the cave, by steering wide past
them.
Inside the cave, past the first Skrog Wavecrasher, the party will encounter a patrolling pack of Saltscale
murlocs, containing 1 Saltscale Skulker and 7 Saltscale Lurkers. These use Tearing Bite which increases the
targets damage taken by 10%. Tanks should pick the murlocs up quickly to prevent them from dealing fatal
damage to non-tank players. Tearing Bite will stack, causing the tank to take increasing damage while
fighting these murloc packs. Use AoE stuns, as well as tank and healer cooldowns, to ensure the tank
survives.

There are also packs of six Bitterbrine Slaves positioned in the cave and in the beach beyond. Bitterbrine
Slaves will poison their target with a variety of poison effects. Two Slaves will use each of the three poison
abilities, and these poisons do stack. Lethargic Toxin will reduce movement speed by 10% per stack.
Numbing Toxin will reduce the target's Haste by 10% per stack. Sea-Brine Toxin applies a DoT effect that
stacks. Tank damage is high when fighting these packs; use AoE stuns as well as tank and healer cooldowns.
Classes that can dispel Poison effects (Druids, Monks, Paladins) should do so to help the tank survive the
damage
Try to avoid pulling packs of Slaves and murlocs at the same time.

Once through the cave, the beach area that leads to Deepbeard is populated by two different types of
Skrogs: Wavecrashers and Tidestompers. The Skrog Wavecrasher will cast Rising Fury every 18 seconds. This
ability also knocks players down, stunning them for 1 second. Each time the Wavecrasher uses Rising Fury,
he gains a stack of Rising Fury, increasing the damage dealt by subsequent Rising Fury cast. The Skrog
Tidestomper will cast Massive Quake every 20 seconds. Massive Quake summons watery eruptions beneath
players' feet, every 1.5 seconds. After 3 seconds, these small Quakes will erupt, dealing AoE damage and
knocking players into the air. Players should keep moving out of the eruptions for the duration of the 7.5second Massive Quake channel
The most dangerous pack of trash, right before King Deepbeard's cove, contains one of each Skrog. Shortly
after engaging this pack, both Skrogs will use their AoE abilities at the same time. Since players cannot dodge
the Massive Quake while they are stunned from Rising Fury, this results in very high party damage. All
players should use their damage-reduction cooldowns for the first Rising Fury, and healers may need to use
a cooldown to help the party recover after the stun fades. Kill the Wavecrasher as priority to prevent too
many Rising Fury stacks from building up.
There is often a solitary Cove Seagull in King Deepbeard's encounter area. The party should kill the Seagull
before pulling the boss.

King Deepbeard

King Deepbeard begins the fight at 30 Energy, and gains 5 Energy per second. When he reaches full Energy,
he will cast Quake, crackling the earth beneath each player. Quake deals will also splash onto other players
within 5 yards. Spread to avoid taking extra damage. Quake also creates a patch of crackled earth at each
player's feet.
After 4 seconds, a more powerful Aftershock will
occur in these locations. Move out of the area to
avoid taking damage. On Heroic, after the
Aftershock damage is dealt, the patch of crackled
earth will disappear. On Mythic however the
Aftershock patches remain for the rest of the
fight.
Shortly after the first Quake, and again every 30
seconds, Deepbeard will Call the Seas. Call the
Seas summons a large number of rapidly moving
pools of water throughout the encounter area.
Due to how quickly they spawn and move around
there is no point running around trying to dodge
them unless you are on low health or if several
pools are in the same place.
Deepbeard will cast Gaseous Bubbles shortly after the first Quake, and again every 33 seconds. This spell
places a Gaseous Bubble around two randomly-chosen non-tank players. The Gaseous Bubbles absorbs a
large amount of incoming damage, and lasts for 20 seconds or until the affected player has taken enough
damage to exhaust this shield. If the Gaseous Bubbles lasts its full 20 seconds, it will trigger a Gaseous

Explosion as it fades. The Gaseous Explosion deals extremely heavy damage and scales with how much of the
absorption shield was left. The easiest way to break the shield and therefore avoid the Gaseous Explosion
damage is to stand in Quake and then Aftershock which should be enough to break the shield. Call the seas
puddles arent worth chasing, youll lose too much DPS/ healing running around after them.
Tanks will have to frequently dodge King Deepbeard's Ground Slam ability. Ground Slam has a 2.5-second
cast time, and creates a large zone centred on the tank. When the cast finishes, any player standing in this
zone will take extremely high damage. Ground Slam ignores armour so either run out of the zone or use
active mitigation.
When King Deepbeard reaches 30% health, he will Frenzy, increasing his attack speed by 100%. This results
in extremely heavy tank damage, and both the tank and healer should use cooldowns to ensure the tank
survives.

Wrath of Azshara - Trash

The island around the Wrath of Azshara is protected by Tidal Waves that sweep around the area in a
counter-clockwise direction. Players should avoid being struck by these while fighting the trash in the area.
Players must defeat the four Naga summoners surrounding the Wrath of Azshara before they can engage
the boss directly. Each of the Naga will cast Lightning Blast and Arcane Bomb, and a third ability that will be
familiar from the Naga trash at the start of the dungeon.
The Lightning Blast spell targets a random party member and deals damage.
Arcane Bomb will target a ranged DPS or healer. A large ball of arcane energy will appear above the players
head and slowly fall. The Arcane Bomb will track the player's position as they move. If the debuff expires
naturally, the Arcane Bomb detonates, dealing heavy AoE damage and stunning them for 6 seconds.
Dispelling Arcane Bomb will freeze its position, so that the affected player can run out of the Bomb's area of
effect. The player targeted by Arcane Bomb should run away from the rest of the party. Healers should
dispel Arcane Bomb when the affected player is far from the party. Once Arcane Bomb is dispelled, the
targeted player should move out of the Bomb's area of effect
Ritualist Lesha's third ability is Aqua Spout, which creates a watery spout that deals heavy damage and
knocks players up into the air.
Channeler Varisz's third ability is Polymorph: Fish, which turns a random DPS into a fish.
Binder Ashioi's third ability is Magic Binding, which roots all players and deals heavy damage for 6 seconds or
until dispelled.
Mystic Ssa'veh's third ability is Storm, which deals heavy periodic damage to players within 10 yards.

Wrath of Azshara

Players should loosely group about 90 degrees to the tank's left or right side. Wrath of Azshara is a single
target fight that requires a lot of positional awareness and movement. Tidal Wave sweeps in a circle across
the island, deals damage and strikes players with a stack of Frost Resonance. Frost Resonance slows players
making it harder to dodge other mechanics.
Mystic Tornado spawns at a random location near players, and will move erratically in that general area. A
player struck by a Mystic Tornado will take damage, be launched into the air and receive a stack of Magic
Resonance. Magic Resonance increases the amount of damage dealt by Tidal Wave, Mystic Tornado, Arcane
Bombs detonation and Lightning Strike. Mystic tornadoes are visible before they spawn so the party can
move over a few degrees to avoid them.

These effects are summoned periodically


throughout the fight and never despawn. If you
cant avoid both, Tidal Wave is safer.

Crushing Depths will target a random, nontank player. When the cast completes, Crushing
Depths deals a large amount of AoE damage split
evenly amongst all players in range. Help to soak
the damage by moving to players targeted with
Crushing Depths. Tanks should not help soak it
unless absolutely necessary.

Wrath of Azshara also occasionally targets a


random non-tank player with Arcane Bomb which
works exactly the same as the trash version does.
If targeted, move to the edge of the island but be
careful to still dodge the waves and tornadoes.
The healer should wait until the player has
reached the edge before dispelling the Arcane
Bomb. Once the Arcane Bomb debuff has been
dispelled, the targeted player should move out of the Arcane Bomb's AoE.
Every time Wrath attacks the tank the party will take damage from Heaving Sands. Heaving Sands will still
deal damage even if the tank dodges or parries the attack. This means healers will still have to top up the
entire party even if everyone avoids all the mechanics.
The tank will be also targeted by Massive Deluge, and should run out of the indicated area to avoid taking
heavy damage and a knock back. Try to side step this ability and stay within melee range to avoid triggering
Raging Storms.
When Wrath of Azshara reaches 10% health, it will cast Cry of Wrath. Violent Winds will now be continuous
and change direction every few seconds, lightning strikes and tidal waves will happen more often. Save
defensive CDs for this phase.
Use BL/Hero/TW on the pull, rather than after Cry of Wrath.

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