What’s up it’s Jimfro from Ready, Check, Pull and this is our official boss guide for Fatescribe Roh-Kalo on normal and heroic.
This fight has two alternating phases: phase one where you’re fighting the Fatescribe himself, and phase two where you fight some adds while solving a unique kind of puzzle.
Phase two happens when you get the boss to 70% and 40% health, so you have to do it twice, and then the final phase one has a puzzle as well, with the added difficulty and larger amount of health, we recommend saving Bloodlust for the final 40% of the fight.
On pull, keep the boss toward the middle of the room while everyone stays on one side of the room, this positioning helps to deal with the three main mechanics of the phase.
- The first mechanic is the circles that occasionally go on a few random players, these players take a heavy DoT for a few seconds and then hit any other players within their circle for a ton of damage.
This means that they need to quickly move to the edges of the room to put the circles in a good place.
On heroic, the circles leave an echo that will explode in the same spot they exploded in on the set before, so moving them to the edge of the room becomes even more important.
- The second mechanic is the giant blasts that come from the edges of the room.
These blasts can happen in a couple different patterns, and they go all the way through the room despite what the telegraph looks like, so you really have to know when they’re spawning and move to a safe spot quickly.
You might be able to survive getting hit by one blast, but they also apply a debuff that increases the damage you would take from the next set of blasts.
- The third mechanic involves the tanks. The current tank occasionally gets a debuff that puts this huge circle on them, it explodes after a few seconds, doing a huge amount of damage to the raid, but it gets reduced the further away the tank is.
The debuffed tank needs to quickly run away from the raid to the opposite side of the room, and the other tank needs to quickly taunt the boss to keep it in place.
But the debuff also spawns an add that fixates that tank, increases the tank’s damage taken by a lot, and basically wipes the raid if it reaches the tank or dies too slow. So the raid needs to slow and kill this add while the tank sorta runs in a circle around the boss, keeping the add in cleave range.
When this add dies, it spawns a few other adds that need to be tanked, interrupted, and cleaved down.
And there’s a smaller fourth mechanic of the phase that’s only for the tanks.
- Whenever the boss switches targets, it spams a magic damage cast at that target a few times, so the tanks should be ready to use a defensive cooldown whenever they taunt swap.
When the boss gets to 70 or 40% health, he runs to the middle of the room, becomes basically immune to damage, and starts phase two, the puzzle phase, this is where things get a little complicated, but the short story is:
The boss rotates the rings in the floor out of place, and you have to move them back into place before the time limit or else you wipe, and there’s also adds, now for the longer version.
The six big rings in the floor start spinning and everyone gets pushed to the edges of the room.
When each ring stops spinning, it reveals a rune that looks like this, and a spot on the ring where that rune needs to go, which looks like this, and your raid needs to move all of those runes into their correct spots within 40 seconds or else you wipe.
The only way to move a rune is by having players stand on the rune itself, but the number of players on it determines which direction the rune will go.
An odd number of players moves it clockwise, and an even number of players moves it counterclockwise.
If you’re facing the middle of the room, that means odds go left and evens go right. It does NOT speed things up to have more players in the rune, so just use one player for clockwise and two players for counterclockwise.
Depending on the placement of the rune it’s going to make a lot more sense to go left or right, so everyone needs to understand what’s going on and either help move the runes in the right direction or stay out of the way of players that already have them going in the right direction.
Once a rune is in the right place, it locks in and can’t be moved anymore, which results in a ring that is safe for people to stand on and once all the rings have been locked in, phase two ends and the boss becomes active again.
On normal, you could make this whole process easier by assigning two players to each ring before pulling and have them take care of the same ring every time. But unfortunately that does not work on heroic, because on heroic you can’t move the runes unless you get Runic Affinity, a debuff that goes out on a certain amount of random players each phase.
For heroic, there isn’t really a clea way to assign things before pulling, but we recommend assigning half of your raid to focus on taking care of the three inner rings, while the other half focuses on the three outer rings. You can do this however you want, splitting odd and even groups, or melee and ranged for example. But it just helps to spread people out and makes it so they don’t have to look at every single ring, which speeds things up.
So that’s the complicated part of the phase. But there’s also two big adds that spawn at the beginning of the phase that need to be tanked, interrupted, and killed. And there are a ton of these gray orbs slowly moving around the room that you have to dodge or else they do a ton of damage and slow you.
After phase two, at 40% health, the final phase one starts and has an extra mechanic...and what do you know it’s more spinning rings that you have to put back into place.
Fortunately, less of the rings are involved and the heroic debuff isn’t there, but you only have 30 seconds to get the runes to the right places and other phase one mechanics are happening at the same time, so things get very hectic.
Ideally your ranged DPS should be the ones moving these runes, so that the melee can keep hitting the boss, but everyone needs to keep an eye out because if you’re too slow you wipe.
Again, 40% is definitely where you want to Bloodlust.
Alright, so quick recap!
In phase one:
- Run the circles on random players out to the edges of the room and stay out of other players’ circles.
- Dodge the beams from the edges of the room.
- When the current tank gets a big circle around them, the off tank should taunt swap while the debuffed tank runs away from the raid and explodes, then that debuffed tank should stay away from the add that spawns and fixates them while the raid slows and cleaves the add down.
- When the add dies, interrupt and kill the other little adds that spawn from it.
- Tanks use a defensive cooldown when taunt swapping.
- Aave Bloodlust for the final phase one where you also have phase two puzzles to solve.
In phase two:
- Move each of the runes on the ground back into place by having an odd number of players stand on the rune to move it clockwise, or an even number to move it counterclockwise. You only have 40 seconds to get them all done or else you wipe.
- Tank, interrupt, and kill the two big adds that spawn.
- Dodge the gray orbs that are floating around.
- On heroic, only randomly debuffed players can interact with the runes to move them, so pre-assignments mostly go out the window.
And that’s pretty much it!
You can find our written version of this guide on Icy Veins, linked below, thanks again to all of our supporters on Patreon for making this guide possible!
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