What's up i'm jimfro and this is the ready, check, pull guide for the jailer, big shoutout to our patreon supporters who help make these videos possible.
The jailer is the final boss of the raid and it's an almost entirely single target fight with three different phases.
In phase one you rotate around the room while occasionally jumping into these holes in the ground whenever you get one of the bomb debuffs, in phase two the tanks break the pillars that spawn while the raid cc's and damages the occasionally mind-controlled players and in phase three the raid soaks a big cast that's aimed at azeroth and also splits a big healing absorb.
First things first, when these circles appear around everyone's feet stay spread out to avoid splashing damage on anyone else, this mechanic is easy in phase 1 but gets more difficult later on.
Second, when these blue debuffs go out onto several players those players will have to fall into different holes in the ground right before the end of the debuff when the debuff expires, it knocks the players high into the air and does a lot of raid wide damage unless the player is in one of the holes.
When it goes off try to have players go into different holes, ideally ones next to each other because you can only use each hole once and you'll have to rotate the boss around the room in order to be near new holes for each new set of debuffs.
You can only use each hole once because a giant pillar spawns from the hole that has any debuff expire in it.
Third, the raid needs to soak this big circle around the current tank this is from the boss's martyrdom cast which has three parts, the first hit is a big single target nuke on the tank that makes them take more physical damage for a while so taunt swap after the whole cast is done, the second hit does raid wide damage and puts a bleed on everyone regardless of where they are and the third hit does a massive amount of physical damage that gets split between anyone in the tank circle.
This also knocks everyone away from the tank so be careful not to get knocked into a hole.
Fourth, run away from the boss when he pulls everyone to him he does fall off damage to the rage shortly after the pull so everyone should at least move outside of the circle around the boss, a pre-placed gateway from a warlock is a really nice way to get everyone out quickly to the same spot.
Fifth and most importantly, line of sight the boss behind one of the pillars that spawns whenever he casts relentless domination, if you don't you get mind controlled and the raid has to kill you which is a super bummer, this cast will also despawn any of the pillars that are out.
On Heroic, after this cast goes off lines are aimed at several players that do damage to anyone they hit after a couple seconds, just try to avoid getting hit by any of the lines that aren't aimed at you.
This phase ends after three minutes, once you don't have any holes left and phase two starts, now let's talk about phase two.
First, the same circles from phase one occasionally appear around everyone's feet except in
this phase they also leave swirlies on the ground where the circle expires which explodes after a second doing a ton of damage to anyone they hit so spread out even more than you did in phase 1 and quickly move away from the swirlies.
Second, the tanks have to use the boss shattering blast cast to destroy pillars that he spawns from three sides of the room, the cast does a ton of damage to anyone within the
circle around the tank and destroys a pillar within the circle.
Destroying the pillars lets you stay in phase 2 longer and burn more of the boss's health, each blast can only destroy one pillar so the tank needs to destroy the one that's closest to the middle of the room each time.
This could be far away from where the boss is so big movement abilities may be needed, these pillars also have a bad circle around them so try not to stand in that.
Third, don't get hit by the big blue swirly on the ground or the blue line between the boss and the swirly, they basically one shot you, this swirly also knocks the whole raid away from it when it goes off so try not to get knocked into any hole or off the side of the platform.
Fourth and most importantly, when players get this blue debuff they need to quickly move
together toward the middle of the room, ideally under the boss before the debuff expires.
When the debuff expires those players get mind controlled and try to run off the side of the platform so the rest of the raid needs to cc and damage them enough to break them out of the mind control before they get to the edge, binding shots, fear of bastion, ursula's vortex, ring of peace and long stuns are really good for this.
This phase ends after another three minutes when there are three pillars in a row connecting to the middle of the room and phase three starts.
In phase three after the whole raid is rp stunned for a few seconds you are then able to see azeroth's health and the boss becomes active again.
First, the same big blue swirly from phase 2 occasionally spawns.
Second, everyone needs to quickly move out of the dark pool on the ground that spawns at a random range player's feet, this comes from the boss's defile cast and this pool grows massively if anyone touches it doing crazy dot damage to anyone standing in it do not get hit by this pool or else it will probably grow to cover the entire room and wipe the raid and try to move the boss away from each pool to make them easier to avoid.
Third, when the boss casts chain of anguish it chains together the current tank and the three players closest to that tank, these chains do a ton of damage to the chained players but they can be broken by being over 30 yards away from the tank, these three players need to stagger running away from the tank and breaking their chain because each chain break does a lot of raid wide damage.
Fourth, the entire raid needs to soak the big blue line on the ground that the boss aims towards the middle of the room called desolation, soaking this line reduces the amount of damage it does to azeroth which delays the raid wiping when azeroth's health gets to zero, everyone who soaks takes one big hit of magic damage so make sure everyone is healthy.
Fifth, the same circles from phase two occasionally appear around everyone's feet except now the swirlies after the circles spawn a caster add, these casters spam a cast that does raid wide damage and reduces everyone's haste by 10% stacking per cast so it's super important that everyone interrupts and focuses down these adds, all forms of cc work on them so do whatever you can to prevent them from finishing any of their cast.
And finally sixth, when players get this blue debuff with a circle around them everyone needs to split somewhat evenly into each player's circle before it expires, these debuffs split a huge
healing absorb between any player hit by each circle which needs to be healed off quickly to avoid players getting mind controlled, the circles also do damage to anyone they hit which is why you can't just stack them all together.
And that's pretty much it!
Here's a quick recap of the fight for you to review or screenshot for later.
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