Hello there, my name is Ragnon and I'm the raid leader for the Clear Comms team of Miss Guild on Illidan. This is a quick overview of Vault of the Incarnates and I'm going over all the fights using mythictrap.com. This is kind of a summary, all-in-one packaged resource. The plan is to use this for my team, but I'm sharing it and if you find it helpful feel free to share it with somebody else.
So let's get started. I have also typed this all up in a big study guide, if you prefer reading. Each different fight does have a TLDR so just a quick summary that you can have on a second monitor or something before you start a fight just to hit all the key points.
So let's start off with the first boss, Eranog.
Eranog
So for Eranogg, the TL;DR summary is:
- There will be dark puddles that you don't want to stand in, and red circles marked on players which you need to run to a section of the room.
- The boss has a frontal cone that you need to dodge.
- At some point a walking wall of adds will spawn which you need to kill one in order to clear a path.
Mechanics:
- In the first phase, the boss will be tanked centrally and will drop the red circles off to the side.
- When the boss roars, spikes will explode into lines. Just dodge the swirlies and heal through the damage.
- The red circle spawns adds and leaves a pool.
- The off-tank will pick up the adds and drop them in designated spots.
- When the boss casts its frontal, move out of the way.
Phase two:
- The boss will become immune and run to the center, spawning a big wall of adds.
- Kill one to walk your way out.
- Don't touch the ring or you die.
- Taking damage during this phase will be a heal check.
Terros
Let's move on to the second one, which I'm nicknaming Skollex 2.0. It's very similar to Skollex, so there's an online fight phase. TL;DR: We're going to stand in the center as much as possible to bait the big puddles (the big circles that he'll cast).
There's two different other mechanics:
- A soak circle gets run off to the right
- Players that are marked with small circles will spawn spikes, which are run off to the left (I'll show that in just a second).
So the first right here is the soak that I was talking about. That'll be run off to the right. Anyone who's not marked with the spikes needs to run off to the right and help soak the second mechanic.
These small circles happen simultaneously with the soak circle, so you'll run this off to the left and drop them in a line as much as possible. The tanks get marked with a laundress beam, very similar to the laundress beam cast out from the boss. The tank will use that to detonate the spikes.
The spikes that are still active will radiate damage to the whole raid, so we want to be able to pop as many as possible. It is important that they're dropped in a straight line - that's what the bmo's talking about.
This is what I was talking about:
We'll stand centrally and try to bait the chattering impact. He targets a general area where most of the raid is and then we move out. On heroic, it leaves a puddle that you can't go in again that deals damage.
So the room is going to fill up with stuff similar to Skollex at 100 energy. He consumes a section of the room very similar to Denathrious pizza sauce. The enrage mechanic is when you run out of room, so there's four pie slices that he'll cast. We'll bait it off to the counterclockwise direction, as that feels more intuitive. The random swirlies that get marked on players drop pools, so we want to be standing as stacked as possible to bait the swirly, which is very similar to Xymox traps. We're just trying to have the ranged and the melee stand as grouped as possible to bait stuff.
So here's the big thing that can kill you in this fight:
- Soaks move off to the right
- Pillars move off to the left
- People marked with individual circles move off to the left, similar to the spacing on the darker subtle in Castle Nathria
Sennarth
Let's move on to Sennarth, the spider boss. I'm really looking forward to this one. It looks like a lot of fun.
TL;DR:
- Avoid standing in webs most of the time.
- There are two moments where you don't want to: anytime there's spiderlings and when cocooned players are stunned by the webs.
- Until the last platform, you want to be either as far away from the boss or be standing on the far side or inside of a web puddle when he uses his pull, called Gossamer Burst.
- You can stand on the outside of the web and it will pull you in, or you can just stand in the web but you'll be accruing stacks of the debuff while you're waiting for him to finish casting.
Adds are always the priority when the big spider ad appears on the last platform. It doesn't pull, it pushes, so it's the opposite: you want to be on the inside of the webs, or as close to the boss as possible, so you don't get blown off the top platform.
When the big spider ad targets players, they get marked with webs. It will be called out on DBM or Bigwigs, and you'll just drop stacks of webs. Try to avoid standing in webs as much as possible because if you get 10 Stacks, you get stunned for 30 seconds. The only way to clear you is to either wait out the 30 seconds or to kill a spiderling on top of you - they will explode, dropping a green swirly that clears webs or cocoons players. Awesome reverse!
This is the big mechanic:
- Channel gossamer Burst: When this finishes, he'll suck everybody in towards him.
- If you're not either as far away as possible against the wall, or standing on the outside of a web pedal, you can see right here this player is on the outside of web puddle and he gets pulled into the web puddle and it reduces his movement speed so he doesn't get ripped off the edge.
- Position correctly: This channel lasts for four seconds, so you want to be positioned correctly by the time this channel finishes.
Chilling Blast
- Basic spread mechanic
- Doesn't leave a puddle or anything
- Swirlies that target players and leave behind ice patches, which damage and make you slide
- Freezing Breath
- On the spider ad
- Top priority as he deals more and more damage and eventually one-shots the tank
- Frontal attack
- Targets a random player; boss cannot control direction
Let's see here, a Web Blast is the taunt swap so you swap every about eight or nine Stacks or when the debuff falls off phase two. So, this is when you get upon to the top platform. At the very top, it's slippery the whole platform is slippery the whole time and the circles now have an extra component.
Now, instead of just being a basic spread, they'll also leave a swirly right after that the plume and so that just adds an extra mechanic to that. You can see it leaves a little plume, a little moat thing on the ground that you'll have to watch out for webs.
It's very similar to phase one, but now when you're marked with the webs you will then be cocooned so you need to be careful. You can see right here, these webbed players as soon as the cast finishes they get knocked back and then cocooned. So, you need to make sure that you are prepared to be knocked back the long ways of the platform if you get knocked like this player. If he was a little further over to the left, he would have got knocked back and cocooned off the edge, so be very careful on your position.
If you're webbed on the last platform, try to not get knocked into the plumes, as you will take extra damage. Instead of sucking you in, the webs will knock you back. To stay safe, position yourself either very close to the boss, or on the inside of a web puddle. The spiderlings on the top will break the Cocoon, so kill those on stunned players. That is the gist of it.
Really the most difficult part of this fight is not just paying attention to your positioning so that you don't get either sucked or blown off of the edges - that's Sennarth.
Primal Council
Let's move on to Primal Council:
- Primal Council is the obligatory Council fight in this raid.
- Each of the bosses has a signature ability, representing a different element.
- Each boss' ability counters one of the other bosses' abilities.
The TL;DR for this is:
- There will be blue circles. Don't touch other players, or else it will spread and refresh the duration.
- To get rid of it, touch an Earth Pillar.
- There will be two big red circles. Use them to destroy the pillars. Position them on the pillars to clear them.
- Any Raider without another mechanic on them needs to help 'soak' (shared damage).
- When the Blizzard Stacks are occurring, touch the Fire Pool to clear the stacks.
There’s frontal cones you have to watch out for and then you want to kill them evenly kind of like Pantheon prototype Pantheon. So let's go over the boss fight here, there's only one phase, it's just all the stuff at the same time.
Earth and Pillar: These swirlies will be cast on players and it will do a big knock-up and they deal ticking damage just like Taros. While they're up, they're ticking damage on the entire raid.
Conductive Mark: This is the blue circles so when you get marked with these blue circles don't touch another player if you can avoid it because it will refresh the duration on both of you and it'll spread to any player that doesn't have it. So you can see right here he just ran up to a pillar hugged it for a little bit and it went away so that's how you clear that.
Meteor Axes: This is the fire Circle that I was talking about so you run these and position them so that they break as many of the Earthen spikes as possible and the rest of the raid needs to get in one of the circles to help share the damage. Do not stand in both circles otherwise you will die.
So no overlap Primal blizzard, the Ice Dude will cast a stacking debuff on you. If you reach 10 Stacks you'll get Frozen and stunned. However, if you step into a fire pool during this, it will clear them off and you'll be fine. You can see right here the players that are frozen and they'll have to get broken out by other players damaging them.
Just step in to clear your Stacks during blizzard. There's a frontal by Slashing Blaze right here. He had 100 energy and does a frontal cone towards the active tank. So be watching out for that.
The big thing that can kill you here is just not paying attention to your positioning and accidentally standing in two of the fire circles at the same time. If you're standing in that overlap, you will die.
Dathea
This is the TLDR for this fight:
- Blue circles will appear, similar to Painsmith Chains, but instead of touching a pillar to get rid of it, you just spread out.
- Tornadoes will appear, and they will move similarly to the last boss in Mechagon Workshop, with arrows and a final destination.
- When the tornadoes appear, they will suck you in, and you'll have to fight the suck.
- When the boss dies, they will do a big knockback, and you'll use that, similar to Mythic Zymox, to go to another platform to kill adds.
- You'll split into two groups to do this.
So I'll show you the blue circles first. These are the Pain Smith chains and they need to be moved away from. Just wait until they fall off. These players will take big damage, so healers need to watch out for them and stay away from the Crosswinds.
The Crosswinds are the tornadoes, and they knock you up and deal damage. You can see them move and an area will be marked to show where they're going to move with arrows pointing in the direction they're going. Just like the last boss in Mechagon Workshop, there is a Cyclone. This is the big suck Iwase was talking about and if you get sucked in, you will be knocked up and take a lot of damage.
Zephyr Slam
So this is the Taunt Swap for the tank: the active tank will get blown back almost off the edge of the platform, and at that point the other tank needs to take over and swap it three stacks. I initially thought it was one, so swap it three stacks.
Coalescing storm so as soon as the boss reaches 100 energy he'll spawn a big ad:
- You'll see right here this is what the big ad looks like
- When that ad dies he will trigger a knockback on everybody in the raid
- One of the groups will be positioned just like these guys are and they'll take the knock over to this opposite platform
- On this platform there’s another big ad that ad needs to be tanked
- In the group going across there needs to be healers and there also needs to be a tank as well as half of the DPS
- Be careful of your positioning because if you're not paying attention with the big ad dies you will get blown off the edge in a random direction and you will not end up on the platform that you need to
- There's a mechanic in this to where you take increasing damage the longer that you stay on a platform and so that's why we're split into two groups and we trade who goes over each time to kind of reset that debuff.
You kick the kick the dude uh kick the ads so the big thing that'll kill you in this is getting blown off. When the big ad dies, every player will get knocked. If you're not paying attention, you'll be like this guy here and you'll get blown into Oblivion - that's dathea.
Kurog
Let's take a look at Kurog:
- Phase One:
- Move him to two different Alters. Each Alter has a different thing that it empowers him with.
- During Phase Two, it will spawn an add that is matched with that Alter and they also have something.
- You have to memorize what each Alter empowers the boss to do and what each type of add from that Alter does.
So Phase One is where you're tanking the boss at each Altar. You'll pick two Altars for each Phase One.
Real Quick, this is the swap the tank mechanic: He'll Target the active tank with a big old smoky white cone. The active tank needs to stand still because it follows you and can't sidestep out of it. So you'll just take the knockback and then the other tank will go ahead and take over at that point - and that's after each cast of Molten Rupture.
So while he lets go over the altar of flame first, the TLDR of the flame altar is: it's just lots of stuff to dodge.
Lots of fire, lots of swirlies, and lots of pools. He will cast out these plus sign patterns from him, and he will also trigger damage on the player.
You can see here they're baiting in the corner, and it will leave a fire pool. Range needs to stay on the edge for magma burst to try to bait these swirlies as much as possible.
He will also debuff some players and they'll progressively leave swirlies as they move, kind of like Stone Legion Generals - when you have the spike swirlies that follow you as you run - it's similar to that only it leaves permanent puddles. Fire puddles come from Magma Burst, so there's lots of stuff to dodge on the fire.
Frost
- Dodges projectiles
- Soaks a circle
- Shoots out projectiles
- Easily hit by projectiles if melee
- Spiky ball on side shows where projectiles come from
- Step in between projectiles to avoid getting hit
- Melee scoot back to see projectiles better and have more time to react
Absolute zero soak:
- Everyone in the raid needs to get in one of two soak circles, but not both - don't stand in the overlap.
Stone altar:
- This has some stolen mechanics, similar to the ice Mage in Halls of Infusion.
- Avoid the brown circle as it will explode.
- After it moves, step in and out of the way of future rings.
Seismic Rupture:
- Players need to group loosely clumped together, to bait the swirlies.
- After the swirlies rest, move away so the off tank has a chance to pick up all the ads.
Lightning Crash
Players need to pair up with another player who is debuffed (indicated by an arrow over their head or by being lightning shiny). Big circles need to be run away from and small circles need to be soaked.
This boss has many mechanics, so it may be necessary to re-watch it several times to pick up all of them. Even then, there may be some that need to be sight read on the first raid day.
So Lightning Crash is going to target several different players and deal damage to the closest ally. If you don't have a debuff, stand next to them to help share that damage. If you share with somebody, you will get a stacking 30 nature damage vulnerability debuff, which affects other mechanics throughout the fight. For example, if you have the nature debuff and soak the big purple circles, it's very easy for you to die without defensive. Lastly, be aware of Shocking Burst, which are big circles; treat these like the big purple circles and just run it out.
Then there's these soaks. So, there's little circles with kind of a unique icon, very pretty looking. You want to soak these, so everybody stands in one, and otherwise the group takes raid damage. You want to kind of treat these like Lady Anirva philes, so come otherwise you take big damage.
Phase Two:
- After Kurog hits 100 Energy, he will move to the middle of the room and become immune.
- He will spawn two adds, one for each of the altars (Fire, Earth, Water, Air).
- Repeat the order starting with Fire.
So the fire ad is mostly just dodging the pools and kicking and killing the ad. You can see right here he targets a player with a swirly and it leaves a permanent pool and spawns an ad. You want to kick and kill the ad as fast as possible.
Frost add is going to cast this freezing Tempest and it's cold so you want to give them a hug. You huddle inside to avoid dying, so it's similar to the nine. It is kind of you want to get in and hug him so that you don't freeze to death when he casts that Earth. There's going to be big brown circles, pretty simple you just move them away and leave them there.
Storm
Storm is going to teleport to a random player and fixate this channel on them. It will deal damage in a surrounding area to them, so make sure that if you are the player that is fixated and teleported to, you move away so that you're not pulsing damage on the rest of the raid.
The ads will spawn based on the Alters that you're standing at in phase one and phase three. The order of the phases is: phase one, phase two, then phase one again when you do the last two Alters. When it does phase two again after you kill the ads from the last two Alters, phase three starts.
Phase Three is pretty simple; it's just everything at the same time. So, he gets all of the abilities from all the alters and you must kill him with all that.
However, one thing to keep in mind is to never tank Kurog in the middle of the room. If you do, he will get a big buff and he will wipe the raid very quickly. Always make sure that he is clearly at an altar.
The debuff that was mentioned when pairing with players is when a player gets marked with a soak circle and is on top of a player marked with the partner mechanic. If they had stayed there, they would have killed the poor druid. To avoid this, they must jump off to the side.
If they have the debuff, they can soak, but they must use a defensive cooldown.
Diurna
We're on to our last boss, Razageth. We don't have any strategy for it yet, so that will come later.
Diurna is lots and lots of ads and eggs.
TL;DR: You're going to move the boss around to different eggs and she's going to cast something to make the eggs attackable. You want to kill them ideally before they spawn anything, because the more ads that spawn, the worse things get. So, you want to kill the eggs as fast as possible, and then kill the ads as fast as possible.
There's gonna be an extra action button on DPS and Healers that you need to pay attention to. You'll use that to break the eggs. Depending on how difficult this fight is, there are two options. You can either try to stack the ads and stuff like that on top of the boss and hard Focus the ads, or if it's too difficult because there's a mechanic, you can have the off tank move it away from the boss.
So, there's an aura that:
- Increases the Damage Done of all of her allies by 50
- Take 25% less damage
- Heal progressively
If they're near her, they're hard to kill. If you move them outside of 50 yards range of her, then the buff from her goes away onto the ads.
Let's take a look at this:
She casts Rapid Incubation which targets two nearby eggs. These eggs have a ticking timer, similar to the Halondrus Bombs, so they need to be killed as fast as possible.
To break the eggs, when she uses a staff ability, it will mark two (or more) players. These players will have an extra action button, and if they stand in between the boss and an egg, they can use the extra action button to channel a beam, breaking the egg.
For example, you can see here that this player has an extra action button. They move to the outside of an egg and press it, channeling a beam through the egg, breaking it.
Now when you break an egg it triggers a big burst of damage and also increases the damage of the next egg that breaks within 10 seconds. So, it is important to stagger the egg breaks to avoid taking huge raid damage.
There will be red circles that need to be spread out, and on heroic difficulty they need to spread earlier as waiting until the red circles appear can cause more dots.
Additionally, players will get marked with a purple arrow periodically and they will need to move away from the group to pulse AOE damage around them.
Lastly, each of the ads does something different and will be explained in more detail.
There's one more thing: these fire beams are very similar to rotating Diablo-style beams, so they add extra stress to the fight. Just don't touch them.
Each of the ads does something different. The Frost Proto-Dragons will periodically deal damage to everybody, so they need to be killed quickly so that the raid stops taking damage and you'll need to heal through that raid-wide damage.
The Legionnaire, the Earth Reaver, and the Storm Bringer are all very dangerous to the tank. The Legionnaire does a big hit on the tank, the Earth Reaver has an armor-reducing debuff that stacks dangerously with the Legionnaire.
Finally, the Stormbringer casts an ability at the tank that must be kicked, otherwise they get stunned. A stun on the tank is dangerous because they can't block, mitigate, or dodge and will take much more damage from these ads. The Mage and the Stormbringer are the big kick ones, and the Flame Bender (on heroic only) casts something that can be purged by Shamans, Priests, Demon Hunters, etc. The Frost Proto-dragon is one of the least dangerous, dealing raid damage and a massive tank hit with a stacking bleed. This could be a big tank damage fight.
Okay, phase two:
- If you get the extra action button, you want to either use it to break any remaining eggs or run away from players.
- Red circles will spread out with a swirly afterwards.
- Frozen shroud will freeze the entire raid, and you need to damage the ice to break it or heal through the heal absorb.
- In the last phase, the longer she's alive, the more damage she'll deal.
- This is an enraged mechanic.
That is Vault of the incarnates. I hope this was helpful for you. Again, there is a study guide here that I will link in the description of this video. It's open to anybody who would like it and feel free to share it and this video if you find it helpful.
I'm personally going to have this on my second monitor for our first raid day and just use these tldrs as a quick reminder going into each fight. Just to get my brain working on what each fight does.
Thank you so much for watching. Good luck in Vault of the incarnates!