

Every 15 sec, Nazgrim will use the most expensive Rage-spending ability he can afford.
Try to keep the Rage as low as possible by avoiding mechanics and stop DPS on the boss during Defensive Stance.
Kill the adds with the following priority: Warbanner > Warshaman > Arcweaver > Assassin/Ironblade
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Nazgrim has three stances. These last one minute each.
Nazgrim will cycle through 3 different stances in the following order:
1. Battle Stance - Nazgrim will generate 1 Rage per sec.
2. Berserker Stance - increases Nazgrim's damage done/taken by 25% and Rage generation by 100%
3. Defensive Stance - reduces Nazgrim's damage taken by 10% and grants 2 Rage when hit (capped at once per sec). The raid should avoid hitting Nazgrim during this.
Nazgrim will cycle through 3 different stances in the following order:
1. Battle Stance - Nazgrim will generate 1 Rage per sec.
2. Berserker Stance - increases Nazgrim's damage done/taken by 25% and Rage generation by 100%
3. Defensive Stance - reduces Nazgrim's damage taken by 10% and grants 2 Rage when hit (capped at once per sec). The raid should avoid hitting Nazgrim during this.
Heavy Physical hit on the current tank that applies a stacking 10% armor reduction.
Grants Nazgrim 5 Rage on cast, plus an additional 5 Rage per existing stack on the target.
Requires a tank swap around 2-3 stacks.
Watch Nazgrim's rage. He always casts the most expensive ability he can afford.
EVERYONE
SPREAD
Nazgrim leaps to a random player’s location, dealing heavy Physical damage within 10 yards on impact and creating Aftershock.
Aftershock are lines of fire that erupt from the impact, dealing massive Fire damage to all players in them and generating 3 Rage for each struck.
This ability costs 30 Rage.
DPS
FOCUS BANNER
HEALERS
HEAL
EVERYONE
DON'T GET HIT
Nazgrim summons adds throughout the fight.
Kill Priority: Warbanner > Warshaman > Arcweaver > Assassin/Ironblade/Snipers.
Warshamans will attempt to heal through Empowered Chain Heal and Healing Tide Totem.
Empowered Chain Heal will attempt to heal an ally for 10% health, jumping to 4 other targets and increasing by healing 50% on each jump. This can be prevented with stuns or interrupts.
The Healing Tide Totem will heal all allies for 30% health every 3 seconds, so it should be focused and killed.
The Warshaman should be dragged away from the totem on spawn.
They also have an Earth Shield, which starts at 9 stacks and decreases on hits. This can be dispelled.
Ironblades should be picked up by the off-tank and kept to the side as they continually cast Ironstorm.
This deals large Physical damage to all players within 6 yards but can be interrupted by stuns.
Once they reach 50%, they will use Last Stand to grant themselves a 25% max-health buff.
Arcweavers will blink around the room using Unstable Blink.
They have two casts that are both interruptable: Arcane Shock and Magistrike.
Arcane Shock will deal moderate Arcane damage to a target and give themself a stacking buff that increases Arcane damage by 25% for 10 seconds.
Magistrike deals moderate Arcane damage and will leave a DoT that pulses low damage. This can be dispelled.
Assassins will strike a player in the raid from Stealth, marked by the Assassin's Mark debuff.
These can be flared out of stealth by a hunter.
When an Assassin reaches a player, they will melee for moderate Physical damage.
The real danger comes if the Assassin manages to attack from behind, in which case it will use Backstab, dealing lethal Physical damage.
These can and should be slowed, stunned, and killed while the targeted player kites.
Warshamans will attempt to heal through Empowered Chain Heal and Healing Tide Totem.
Empowered Chain Heal will attempt to heal an ally for 10% health, jumping to 4 other targets and increasing by healing 50% on each jump. This can be prevented with stuns or interrupts.
The Healing Tide Totem will heal all allies for 30% health every 3 seconds, so it should be focused and killed.
The Warshaman should be dragged away from the totem on spawn.
They also have an Earth Shield, which starts at 9 stacks and decreases on hits. This can be dispelled.
Arcweavers will blink around the room using Unstable Blink.
They have two casts that are both interruptable: Arcane Shock and Magistrike.
Arcane Shock will deal moderate Arcane damage to a target and give themself a stacking buff that increases Arcane damage by 25% for 10 seconds.
Magistrike deals moderate Arcane damage and will leave a DoT that pulses low damage. This can be dispelled.
Ironblades should be picked up by the off-tank and kept to the side as they continually cast Ironstorm.
This deals large Physical damage to all players within 6 yards but can be interrupted by stuns.
Once they reach 50%, they will use Last Stand to grant themselves a 25% max-health buff.
Assassins will strike a player in the raid from Stealth, marked by the Assassin's Mark debuff.
These can be flared out of stealth by a hunter.
When an Assassin reaches a player, they will melee for moderate Physical damage.
The real danger comes if the Assassin manages to attack from behind, in which case it will use Backstab, dealing lethal Physical damage.
These can and should be slowed, stunned, and killed while the targeted player kites.