Controlling and killing the swarm is the focus of this fight. Focus on clearing any swarm out before switching to the boss with 3 stacks of Recklessness.
Dodge the Wind Bombs and Whirling Blades.
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This fight only has one phase. At 75% health, he starts using Wind Bombs.
EVERYONE
DODGE THE BLADE
A boomerang-like Whirling Blade is thrown out, dealing massive Physical damage to anyone in the blade's path.
Once the blade reaches its duration, it will return to Wind Lord, dealing the same damage.
If hit by the initial throw, make sure to move out of the direction of its return to avoid death.
RANGED SPREAD
AVOID BOMBS
Upon reaching 75%, Wind Lord will start to throw Wind Bombs at random Ranged players. The initial damage for these has a 5 yard splash, so being spread out is important.
3 seconds after the bomb has landed, it will arm itself and explode, dealing massive Nature damage to the entire raid if walked into. They will persist until Wind Lord is dead or they are triggered.
Players must avoid these at all cost.
HEALERS
USE COOLDOWNS
These Spears can be picked up off the weapon to stun a member of the swarm for 50 seconds, breaking on any damage taken.
The swarm is watched by Wind Lord, preventing you from CCing all his minions.
On pull, you can only CC 4 mobs.
After 1 group is dead, you can only CC 2 mobs.
After 2 groups are dead, you cannot CC any mobs.
Quickening will buff the rest of the swarm, giving them a stacking 35% damage done and melee attack speed increase.
This can be dispelled, and priests should use Mass Dispel as soon as these casts finish.
Wind Lord will gain a buff, Recklessness, for every group of mobs that die. This buff gives a stacking 50% damage done and 33% damage taken.
One group should be killed at a time to get Recklessness ramping as early as possible.
The general strategy is to first focus down the Battle Menders, then the Blademasters, and finally the Amber Trappers.
The Trappers should be kept CC'd as long as possible while fighting the other groups.
Ranged will be targeted and covered in Resin, giving them 5 stacks of a debuff that deals mild Nature damage per second per stack.
Players can drop the stacks by moving, but note that each dropped stack causes a Corrosive Resin Pool.
Aim to clear your stacks and drop the pools as fast as possible while not being near other players.
A random player and all around them within 2 yards are imprisoned in Amber.
Make sure to spread properly to avoid too many players getting hit.
Other players in the raid will have to click on your prison to get you out, but will gain the Residue debuff, meaning they cannot free anyone else for the next 2 minutes.
These Spears can be picked up off the weapon to stun a member of the swarm for 50 seconds, breaking on any damage taken.
Wind Lord will gain a buff, Recklessness, for every group of mobs that die. This buff gives a stacking 50% damage done and 33% damage taken.
One group should be killed at a time to get Recklessness ramping as early as possible.
The general strategy is to first focus down the Battle Menders, then the Blademasters, and finally the Amber Trappers.
The Trappers should be kept CC'd as long as possible while fighting the other groups.
The swarm is watched by Wind Lord, preventing you from CCing all his minions.
On pull, you can only CC 4 mobs.
After 1 group is dead, you can only CC 2 mobs.
After 2 groups are dead, you cannot CC any mobs.
Ranged will be targeted and covered in Resin, giving them 5 stacks of a debuff that deals mild Nature damage per second per stack.
Players can drop the stacks by moving, but note that each dropped stack causes a Corrosive Resin Pool.
Aim to clear your stacks and drop the pools as fast as possible while not being near other players.
A random player and all around them within 2 yards are imprisoned in Amber.
Make sure to spread properly to avoid too many players getting hit.
Other players in the raid will have to click on your prison to get you out, but will gain the Residue debuff, meaning they cannot free anyone else for the next 2 minutes.
Quickening will buff the rest of the swarm, giving them a stacking 35% damage done and melee attack speed increase.
This can be dispelled, and priests should use Mass Dispel as soon as these casts finish.