

One tank should stay on the boss while the other focuses on picking up adds.
Focus on landing interrupts and dispels to counter most of the dangerous spells from the troll forces.
Charge the boss into the doors to increase his damage taken.
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Horridon is active throughout the fight and needs to be tanked.
Dinomancers will spawn at a set time after each door opens.
They need to be DPSed down, so they drop their Orb of Command, which the raid can use to force Horridon to charge and close each door.
USE THE ORB
TO CLOSE THE DOOR
At 50% health, the DInomancer gains a 50% damage done buff, stops casting Dino-Mending, and drops the Orb of Control.
A player must click the Orb of Control (starting a Channeled cast) and force Horridon to charge into the current door.
Horridon will be stunned for 10 seconds and gain a stack of Cracked Shell, a 50% damage taken buff. He gains one stack per door closed.
EVERYONE
AVOID GETTING HIT
Horridon applies a stacking Physical bleed that increases damage taken from subsequent Triple Punctures by 10%.
A single tank can be used, but needs to manage cooldowns effectively as the fight goes on.
Horridon charges toward a player and performs a Double Swipe.
The fixated player should run in front of the boss to keep him facing the same way, making it easier for the raid to dodge Double Swipe.
Horridon applies a stacking Physical bleed that increases damage taken from subsequent Triple Punctures by 10%.
A single tank can be used, but needs to manage cooldowns effectively as the fight goes on.
Horridon charges toward a player and performs a Double Swipe.
The fixated player should run in front of the boss to keep him facing the same way, making it easier for the raid to dodge Double Swipe.
The Farraki door spawns Skirmishers, Wastewalkers, and Stonegazers.
Recommended kill order is Wastewalker > Stonegazer > Skirmisher, but always prio the Dino-mancer once it spawns.
EVERYONE
AVOID THE TRAP
The Gurubashi door spawns Bloodlords, Venom Priests, and Venomous Effusions.
Recommended kill order is Venom Effusions > Venom Priest > Bloodlord, but always prio the Dino-mancer once it spawns.
EVERYONE
MOVE AWAY
A cast that must be interrupted to avoid a stacking DoT on the whole raid.
If a cast goes through, this DoT can be dispelled with a Poison dispel.
The Drakkari door spawns Champions, Warriors, Frozen Warlords, and Frozen Orbs.
Recommended kill order is Warlords > Warriors / Champions, but always prio the Dino-mancer once it spawns.
EVERYONE
AVOID ORBS
The Amani door spawns Protectors, Flame Casters, Warbears, and Beast Shamans.
Recommended kill order is Beast Shaman > Warbear / Flame Caster > Protectors, but always prio the Dino-mancer once it spawns.
EVERYONE
MOVE OR KILL THE TOTEM
A decurseable hex that causes players to have a 50% chance to injure themselves upon using an ability.
The shamans target a random player with Chain Lightning, which bounces up to 3 times to players within 5 yards, dealing 50% more damage per bounce.
This should be interrupted.
A decurseable hex that causes players to have a 50% chance to injure themselves upon using an ability.
The shamans target a random player with Chain Lightning, which bounces up to 3 times to players within 5 yards, dealing 50% more damage per bounce.
This should be interrupted.
A 5-yard frontal cleave that does large Physical damage. This should be faced away from the raid.
After the four doors are cleared, War-God Jalak joins the fight, and Horridon becomes empowered if Jalak dies.
If Jalak dies, Horridon gains the Rampage buff. This increases his damage done by 100%, and attack speed by 50%.
In general, this mechanic should be avoided by just tanking Jalak while killing Horridon.