What’s up, it’s Jimfro from Ready, Check, Pull, and this is our official boss guide for Normal and Heroic Sire Denathrius.
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Sire Denathrius is the last boss of the raid, and man is this fight cool.
There are three phases and the third phase is just a straight up DPS check. This is gonna be a long one so let’s get straight into it.
Phase 1
So the first phase is a little unusual, everyone starts off with 5 stacks of a permanent debuff, and the goal of this phase is for everyone to remove at least 3 stacks of this debuff so that they can survive the transition into phase two, when Denathrius gets to 70% health.
Removing the debuff stacks correctly requires you to do some pretty specific things, so here’s the strat we recommend:
Before pulling, split your entire raid into two halves, with a tank in each group.
Group A's tank will taunt the boss, while the rest of Group A stacks up tightly on the tank and Group B stacks behind the boss. Everyone in Group A will then get hit by the boss's frontal, Cleansing Pain.
This is super important because it removes a debuff stack from everyone it hits, but it also spawns a bunch of adds that do a ton of raid damage, which everyone needs to immediately
nuke down.
Assigning a healer cooldown to each of these add spawns is definitely worthwhile.
On Heroic, while killing these adds, two players will be targeted with a line. These players need to stand slightly away from the raid while everyone else stands in the lines, in order to reduce the damage the targeted players take.
It's important to never stand in both lines at the same time and never stand on top of the targeted players.
On Normal, the lines aren’t there, so the targeted players simply need to move away from the raid.
And after all that, the boss will cast Blood Price, which stuns everyone, picks everyone up, and knocks everyone away, while also doing a ton of raid damage based on how many players have the same number of the debuff stacks.
If you’re low on HP going into Blood Price, make sure to use a personal.
Immediately after the knockback, Group B’s tank will taunt the boss, while the rest of Group B stacks on their tank and Group A stacks behind the boss. Group B will get hit by the boss's frontal which will, again, spawn a bunch of adds that everyone needs to immediately nuke down while also standing in the lines for the targeted players.
And finally, everyone will need to move out of a huge red cone that’s cast from the center of the room toward the boss, which also leaves this red zone on the ground that you definitely don’t want to stand in.
Then you do that exact same sequence of events two more times: Group A frontal, Blood Price, Group B frontal, giant cone.
But on the third go around, you need to make sure Denathrius gets to 70% health after Group B’s frontal, but before the giant cone, which leaves the entire room covered in the bad red stuff.
And if you do all of that correctly, everyone will be at 2 stacks of the debuff when Denathrius starts the transition into phase two.
He teleports to the center of the room, pulls everyone in to him, and then knocks everyone away in random directions. And for each individual player to make it to phase two, they have to run back to the center of the room before Denathrius finishes his cast.
Simple enough, however you can’t use abilities while running towards him and you're slowed based on the number of debuff stacks you still have. This is why you need to remove at least 3 stacks during phase one, because otherwise you’ll be too slow to get to phase two.
After the transition, you’ll be down on a new platform and phase two will start.
Phase 2
This phase is pretty straightforward: killing adds, dodging mechanics, and getting Denathrius to 40% health, but now you’re also fighting Remornia, his floating sword.
One tank should taunt Denathrius while the other tank taunts the sword.
You’re gonna start out by moving to the north side of the platform, where the first set of adds will spawn.
Two spawn on the main platform, while two spawn on the side platforms that are detached.
Your ranged DPS will have to focus down the ones on the side platforms, unless your melee have ways of getting there and back. These adds channel ticking damage on the raid, so you want to kill them quickly to help out your healers.
And on Heroic, when they die, they also put a bunch of red swirlies under random players’ feet. These swirlies do damage and can knock you off the platform, so definitely watch your feet when these adds are dying.
The tanks will need to taunt swap on Denathrius and the sword every time Denathrius casts his new frontal, Wracking Pain, because it applies a debuff that increases all damage taken by 50% for several seconds.
But what’s awesome is that this frontal can also hit the adds, so the tanks should try and aim it toward the adds whenever possible, just don't hit any other players with it.
The sword also applies a stacking bleed to its target, so swapping like this deals with both debuffs.
And the sword effectively shares health with Denathrius, so you’ll want to keep them stacked up as much as possible for cleave damage.
Occasionally, the sword will mark random players with red arrows on the ground and then charge through them all after a few seconds. The marked players and anyone hit along the way will take a ton of damage.
And on Heroic, anyone hit will also drop a red pool on the ground that you don’t want to stand in.
So the marked players should move to the edges of the platform and everyone else should move out of the arrows on the ground to avoid being hit.
In addition to those SMALLER mechanics, the bosses alternate casting their big abilities.
Denathrius will occasionally pull everyone to him and start casting Hand of Destruction, which does a crazy amount of raid damage, but gets reduced the further you are away from him.
You can of course just run away from this with movement abilities, but we actually recommend using the mirrors in the room. So if you run into the big red mirror on the north side of the room, it’ll instantly teleport you to the one on the south side of the room and vice-versa.
That means if the tanks keep Denathrius close to a mirror, you can get super far away from
the cast in no time and then easily step back into the mirror to teleport back if you want to.
And the bosses teleport to their target if they are out of range too, so you don’t even have to worry about the bosses lagging behind.
This mirror strategy is actually particularly good for the second Hand of Destruction, because the second set of adds will spawn on the south side of the room shortly after, and you can just stay where you are after the first teleport.
And Remornia’s big ability is Massacre. At 100 energy, the sword will disappear and spawn a ton of giant swords on the side of the platforms. These swords slice through the platform in all random directions for a few seconds, but they kindly have telegraphs on the ground showing you exactly where they’re going to go.
Getting hit by these does a ton of damage, likely one-shotting you on Heroic, so watch your feet.
When Denathrius gets to 40% health, he’ll start the third and final phase.
Phase 3
Any remaining adds will teleport to the inner platform and reduce healing on the raid by 15% per add, so you definitely need to make sure you’ve killed them all before phasing.
Denathrius will block off the room so that you only have a small inner circle to work with.
He also wields Remornia for himself, which means it's time for the third phase.
Sections of the room will slowly become blocked off, similar to phase one, so you only have a certain amount of time to kill Denathrius before you completely run out of room.
The tanks should keep Denathrius toward the middle of the room. And the tanks will need to taunt swap in this phase because the boss’s melee swings apply a stacking DoT debuff. The taunt should happen as often as possible, so pretty much every time the debuff falls off one of the tanks.
However, Denathrius also occasionally casts a new tank ability, Shattering Pain. This cast hits the current tank with three quick melee swings, and then finishes with a raid-wide blast that does damage to everyone and knocks everyone away.
The current tank will need to use a big defensive cooldown every time this is cast, and don't get knocked off the platform from the final hit.
Denathrius will also occasionally mark random players and cause short-ranged AoE damage to each of them after a couple seconds, as well as applying a heavy DoT to anyone hit. These players need to quickly spread out while everyone else moves away from them.
On Heroic, a red orb is left behind from each marked player that explodes on the raid after a
few seconds. These orbs need to be soaked in order to reduce the damage of the explosion,
but soaking them does a ton of damage as well. So everyone will need to quickly help soak them up, and immunities could come in super handy here.
Denathrius also occasionally casts the same Hand of Destruction ability as in phase two. He’ll pull everyone to him and then explode, but in this phase you can’t use the mirrors to get away so you’ll just have to run away yourself.
And finally, the giant telegraphed swords from phase two will continue to spawn, as well as the huge cone from phase one. So there’s gonna end up being a lot of movement in this phase, and probably some really difficult overlaps of abilities.
The biggest threat seems to be avoiding getting knocked off by the tank ability, having somewhere to run to after getting pulled in, and of course, the hard enrage of running out of room from the cone.
So you’re definitely going to want to save lust for this final burn phase.
Alright, that was a ton of information, so quick recap!
In phase one:
- Split the raid in half and alternate which half gets hit by each frontal.
- Quickly nuke the adds from each frontal.
- Get Denathrius to 70% health after the 6th frontal but before the final red cone.
- And on Heroic, soak the two lines on random players.
In phase two:
- Kill the Cabalist adds.
- Tanks taunt swap on the boss after each Wracking Pain, and try to aim the boss at adds when possible.
- When he pulls everyone to him, run away or step into a nearby mirror.
- And dodge the swords by staying out of their lines on the ground.
In phase three:
- Tanks position the boss toward the middle of the room and taunt swap when the debuff drops.
- Position yourself to not get knocked off the platform by Shattering Pain.
- When he pulls everyone to him, run away.
- Spread out with the red circles.
- And on Heroic, soak the orbs.
And that’s pretty much it!
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