Welcome to the next installment of our 10.1 raid guide previews proudly presented by Kingston Fury. This encounter is a three-phase fight with a different boss in each phase. When one boss dies, the next comes down and the new phase begins.
Each one of the bosses has the same tank smack ability called Infused Strikes applying a stacking dot that deals Arcane damage. The stacks are permanent but removed if you run into another player that has Infused Strike stacks. When the debuffs are removed, they explode dealing raid wide damage and applying a DOT to everybody that lasts. This dot can also stack on the raid so it's important for the tanks to be careful when they remove their debuff but they don't refresh the raid wide dot. You'll want to tank swap around sevenish stacks and only clear on the raid does not already have the dot.
You'll fight Neldris, a big buff Dragon Kin. She'll cast Massive Slam which is a large frontal so don't stand in it. Bellowing Roar is a raid wide AOE that deals fall off damage. This puts a super obvious circle around her so run away when she's casting this and make sure you're out of the circle. Her last ability is Rending Charge. She'll mark several random players then charge at them. Anyone hit by your charge takes a large chunk of damage and gets a DOT for 30 seconds that can stack. You'll want to put down raid markers and have the marked players each run to one of these raid markers. Everybody else should move away from that area so they don't get hit.
This is the most important phase and we recommend you use Bloodlust here and have all DPS cooldowns available. The mechanic that makes this face dangerous is Unstable Essence. The boss will debuff a random player with this which deals taking damage every 2 seconds and grows in intensity over time. This can be dispelled and when it's removed it'll drop a large circle on the ground. Don't stand in the circle; it explodes. You'll want to dispel when the debuff is somewhere between six and eight stacks, as at that point it really starts to hurt. After the explosion, an add called an Erratic Remnant will spawn at that location, and the debuff will then jump to a new player. These adds periodically blast the entire raid for mild damage and need to be killed as soon as possible. Move the boss on top of the add for cleave so it dies faster. The Unstable SNC buff never truly disappears since it just keeps jumping around. Additionally, they do persist into phase three which is why it's so important to blast through this phase. The longer Phase 2 takes, the more debuffs you'll have, which means the more ads you have and the more damage your raid takes both in phase two and also in phase three. All of this is bad stuff so just nuke really hard here. Phagreen's other abilities are much less impactful. Volatile Spew throws swirlies on the ground; don't eat exploding swirlies. Boss will periodically channel Violent Eruption for eight seconds dealing moderate raid wide damage every second. Any living Erratic Remnant adds will also explode for ticking raid-wide damage during this, so it's important to try to ensure that all of the adds are dead before the Violent Eruption begins. If you have two or more ads up during the eruption, you'll probably just end up wiping. Use healing cooldowns during the eruption to try to keep everybody stable.
Once Thatrian dies, Rianthus comes down to fight you for phase three. He's basically a really strong Devastation of Ocher and uses evoker abilities at you. He'll use Deep Breath, flying in the air and breathing fire down you. This deals way more damage than what your own evoker players do, so make sure you don't get hit. Disintegrate will nuke several players for spell Frost damage over 3 seconds. When this ends, the effective players get a 16 second debuff. While debuffed, you're slowed by 30 percent and you pulse damage every second to anybody within 5 yards of you. Make sure to spread out and don't stand on top of your damage pulsing friends. Temporal Anomaly will create an orb that tries to reach the boss. If it reaches him, he gets a shield for 10 percent of his health. That's bad. Fortunately, any player can run into the orb and bounce it away, but doing so deals mild damage to you. You'll want to assign relatively tanky range DPS to just keep bouncing the ball away. If you get a second ball, just send a different ranged out to bounce that one while you're dealing with the boss's evoker abilities. The Unstable Essence debuffs do still exist when they're dispelled. You will continue getting the Erratic Remnant adds. The easiest way to deal with this in Phase 3 is to have a priest in your raid have a raid marker somewhere in the room as an assigned stack point. When the Unstable Essence stacks start getting too high, have all affected players run to the mark and have a priest cast Mass Dispel. This will cause all of the ads to spawn stacked up, so you'll then want to move the boss on top of them and just turbo cleave everything down. Don't get breathed on, stay away from people's circles, and finish off this evoker to collect your Loop.
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