A fight with many adds that unfolds as follows: P1 - Intermission - P1 - Intermission - P2
In P1 the boss summons a duplicate of itself that copies its spells. Tank it, group it & kill it.
In P1, the boss activates 2 pylons in the room. Adds spawn and try to reach the pylons. Kill them.
After 2 min 30s, Intermission starts and lasts until pylons are destroyed. Boss is immune in P2.
Once the pylons are destroyed, boss is stunned and takes extra damage for 12s, then P1 starts again.
After the 2nd Intermission, or when the boss drops to 15% HP, P2 starts.
Kill the boss before the giant black hole drags and devours you. Kill the adds before they reach the black hole.
In P1, the boss now activates 3 pylons instead of 2.
The boss and its copy must stay 20 yds away or they become immune and deal 75% more damage.
Players can't help soak the spawn of the copy more than once. Set up 3 soak groups that take turns soaking.
Quickly kill the copy the boss summons of itself, as it copies its abilities.
The boss activates invulnerable pylons during the phase.
Pylons make players spawn orbs that try to reach the pylons.
Spawn the orbs together and kill them before they reach a pylon and explode.
EVERYONE
Make 3 groups to soak with the tank.
Keep boss and copy far away. Quickly kill the copy.
5.5s cast on the tank that explodes and deals massive Magic damage split between players hit and applies a healing absorb.
Players can only help soak this once. Make 3 groups to soak in turn.
A copy of the boss appears near the tank.
Keep the boss and its copy 20 yds away or they become immune and deal 75% more damage.
In the first P1, the boss does this TWICE.
In the second P1, the boss does this ONCE.
EVERYONE
Dodge the orbs from the pylons.
The boss channels a beam on an inactive pylon and activates it, causing it to shoot orbs across the room that must be dodged.
If a copy is alive, it also channels on an activated pylon, forcing it to shoot orbs as well.
There are now 3 pylons in the room instead of 2. The boss activates all 3 pylons during the phase.
EVERYONE
Spawn the orbs under the the boss.
CC and kill them. Don't let them reach a pylon.
Once activated, the pylons stay active for the entire phase.
Activated pylons periodically mark 3 players. After 4s, they each spawn an orb that moves toward that pylon.
Spawn the orbs under the the boss, CC them, and kill them. If they reach the pylon they probably kill the raid.
When the 3 pylons are activated, up to 9 players will spawn orbs in quick succession.
EVERYONE
Dodge the circles.
Dispel players hit.
The boss applies a 45s stacking DoT on the tank.
Swap every 2 or 3 stacks.
After 2 min 30s, Intermission starts. The boss knocks the raid back and becomes immune.
Quickly kill the pylons before the raid takes too much damage. 2 additional adds also spawn.
When the pylons are destroyed, boss is stunned and takes extra damage for 12s, then P1 starts again.
At the end of the 2nd Intermission, P2 starts.
EVERYONE
Destroy the pylons. Don't touch the giant
column of energy in the center of the room.
After 2 min 30s in P1, the boss knocks the raid back, becomes immune, and flies above the console in the room.
He also summons a giant beam of energy in the center of the room. Don't touch it.
The pylons lose their shields; destroy them to end the phase.
EVERYONE
Dodge the beams.
HEALERS
Kill the pylons. Use defensives and healing CDs.
TANKS
Tank and bring the elementals near the pylons.
Focus the pylons and cleave the elementals.
A few seconds into the phase, 2 adds spawn in the center of the room that must be tanked.
Bring them near the pylons to cleave them. They spawn with a small shield and deal increasing damage to their target.
It's normal if they're still alive by the end of this phase.
DODGE
Dodge the circles
EVERYONE
Boss is stunned and takes extra
damage when Intermission ends.
After the 2nd Intermission, or when the boss drops to 15%, P2 starts.
The boss pushes the raid back toward the entrance of the room.
The wall opposite the entrance turns into a giant black hole.
Kill the boss before the strength of the black hole becomes too strong and you get dragged into it and die.
EVERYONE
Black hole's strength grows. Kill the boss
before you can't counter it and get swallowed.
At the start of P2, the boss pushes the raid back toward the entrance of the room.
The opposite wall becomes a giant black hole, marked by a purple line on the ground.
If you cross that line, you die.
The black hole constantly pulls players toward it and its strength increases the longer the phase goes. Kill the boss before you can no longer resist.
EVERYONE
Spawn the adds under the boss, CC them and kill them.
Don't let them reach the black hole.
Very similar to P1:
The boss marks 3 players who take heavy damage for 4s. They each spawn an orb that moves toward the black hole.
Spawn them stacked up under the boss and against the wall.
If they reach it, they deal massive raid-wide damage. CC orbs and kill them.