Damien

Blood Death Knight 6.2

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This thread is for comments about our Blood Death Knight guide.

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On the page here, there is an issue with potions:

 

3.3. Potion

During the encounter, your best choice for a potion will be wow_icon_trade_alchemy_potiond5.jpg Potion of Mogu Power for physical damage and wow_icon_trade_alchemy_potiona2.jpg Master Healing Potion for magic damage.

 

I'm sure the Master Healing Potion should be a Potion of the Jade Serpent in order to increase Magic Damage

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On the page here, there is an issue with potions:

 

3.3. Potion

During the encounter, your best choice for a potion will be wow_icon_trade_alchemy_potiond5.jpg Potion of Mogu Power for physical damage and wow_icon_trade_alchemy_potiona2.jpg Master Healing Potion for magic damage.

 

I'm sure the Master Healing Potion should be a Potion of the Jade Serpent in order to increase Magic Damage

The idea is that the Healing Potion heals you up (after you have taken magical damage), while the Potion of Mogu Power gives you strength, which in turns increases your attack power. This in turn increases the self-healing from Death Strike... which means higher Mastery shields that protect against physical damage!

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Hi and thanks for summon up the new thanking guide and making an effort to extend the en-depth knowledge of the subject. However I came across the section on minor glyph saying "there are no interesting or relevant minor glyph"

 

Please consider the enter minor glyph:

Glyph of resilient grip

Glyph of Army of the dead

 

as these are pretty vital for blood tanking

 

 

 

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Hi and thanks for summon up the new thanking guide and making an effort to extend the en-depth knowledge of the subject. However I came across the section on minor glyph saying "there are no interesting or relevant minor glyph"

 

Please consider the enter minor glyph:

Glyph of resilient grip

Glyph of Army of the dead

 

as these are pretty vital for blood tanking

Thank you! I'm going to include them in the guide, that's a great idea.

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I realize that with the various tuning passes, stat weights are changing.  But I felt compelled to point out that the optimal enchants, gems, and stat weights given here for Blood DK's aren't even close to a match for Ask Mr. Robot.  Main reason I mention it is the Ask Mr. Robot link directly in the guide is bound to lead to some confused people.

 

Beyond that, thanks so much for putting the guide together.

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I realize that with the various tuning passes, stat weights are changing.  But I felt compelled to point out that the optimal enchants, gems, and stat weights given here for Blood DK's aren't even close to a match for Ask Mr. Robot.  Main reason I mention it is the Ask Mr. Robot link directly in the guide is bound to lead to some confused people.

 

Beyond that, thanks so much for putting the guide together.

 

Agree - and the Str>Mastery>Haste seems very light/brief. What about Crit, Multistrike and Bonus armour?

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Agree - and the Str>Mastery>Haste seems very light/brief. What about Crit, Multistrike and Bonus armour?

 

I've fixed the issue (though not much has necessarily changed in practice until we get real access to the new stats). Thank you for pointing it out :)

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Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

 

There's no need for glyph of outbreak as a tank. Once you outbreak the boss on pull you should easily keep all of your diseases refreshed and spread onto every target with blood boil, especially since it's the only thing we can use blood runes on now, other than a couple of cooldowns. As long as your diseases don't drop of more than once per minute (which they shouldn't if you're blood boiling) you can refresh again with outbreak if they happen to drop for some reason.

 

really the glyph is just a waste of 30rp.

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Hello, I think you've forgotten about crit when you made the stat priority smile.png

 

He did. for right now priority on stats you can actually get should be:

 

Str > Bonus Armor > Mastery > Crit > Haste

 

Str is 1:1 the best stat, but for gemming you would want either mastery for purely more survival, or crit if you want some hybrid dps+avoidance.

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Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

 

There's no need for glyph of outbreak as a tank. Once you outbreak the boss on pull you should easily keep all of your diseases refreshed and spread onto every target with blood boil, especially since it's the only thing we can use blood runes on now, other than a couple of cooldowns. As long as your diseases don't drop of more than once per minute (which they shouldn't if you're blood boiling) you can refresh again with outbreak if they happen to drop for some reason.

 

really the glyph is just a waste of 30rp.

 

I believe Flesh was talking about taking PL and glyph of Outbreak. I would taunt to get aggro before ranged pull on me while I get in melee range. I would BB next because it can be done from range and then DS. This will get all your runes to start recharging and also have enough RP to Outbreak. 

 

If you don't want to wait on the RP, you can IT while running in and then PS. However, getting the 30 RP shouldn't take too long and is not going to hurt waiting for it. 

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Thanks for the advices. I got used to tank with a runic power based build, not the standard rune based one. Now there's no way to tank like that with the new DK  sad.png

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I think there is a new useful macro for when you take the Glyph of Death Coil.

 

/cast [mod:alt, @mouseover, help] Death Coil

/cast [@target, harm] Death Coil.

 

It allows you to cast death coil at your target, but if you hold alt and cast the spell, you can hit an ally to place the shield on them.

 

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Because it's very good smile.png

 

Thanks a lot!  I can understand the chance to do a little more damage might be "very good" but I cannot see how it is better than other stats like Stanima for a tank build?  Surely doing extra 30% damage hits is nice for questing or for dps, but this is a guide to tanking during raids? Why would I build a tank and then stack multistrike?  Sorry, I am new to WoW so this might be a stupid question, I am just a little confused and was hoping you could offer more explanation, I think the guide could be fluffed up a bit in this section

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Does multistrike (highly rated stat) have some different mechanics re: say Death Strike than crit (didn't even make the list) does? Intuitively they seem similar to me.  Or is the reason that Multistrike allows for multiple heals & absorb shields while crit doesn't?  

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Multistrike gives you more Runic Power thanks to Runic Strikes (passive). That means more stuff you can do in the fight and less downtime. It also means you get off more Death Coils, so you get a better Shadow of Death and you get more Blood Tap charges.

 

Stamina stacking, as we explain, is not ideal. It's good rarely, and it's always good "to an extent" (until you're comfortable with the health pool), but otherwise it turns you into a big sponge. For pure survival, you might be better off stacking something like Mastery, but the difference won't be that great, and Multistrike does also give you lots of extra DPS. Once the raids hit and we see exactly what works and what doesn't, we'll be sure to update.

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Multistrike gives you more Runic Power thanks to Runic Strikes (passive). That means more stuff you can do in the fight and less downtime. It also means you get off more Death Coils, so you get a better Shadow of Death and you get more Blood Tap charges.

 

Stamina stacking, as we explain, is not ideal. It's good rarely, and it's always good "to an extent" (until you're comfortable with the health pool), but otherwise it turns you into a big sponge. For pure survival, you might be better off stacking something like Mastery, but the difference won't be that great, and Multistrike does also give you lots of extra DPS. Once the raids hit and we see exactly what works and what doesn't, we'll be sure to update.

 

I understand that Multistrike is very good with the RP generation which leads to more runes, %HP stacking and potential healing/absorbs via deathstrike MS'n... but I am still debating if it is better than Mastery for enchants.

 

Granted, we're only talking about ~270Mastery vs 284MStrike (5% bonus) if you're to fully enchant one way or the other... I'm just wondering since Mastery is a catch'all kind of stat that smooths things out and is reliable versus something that is more prone to spiking. 

 

Does Mastery hit some caps that make it not as good or do you think that the MStrike benefits really outweigh Mastery?

 

Any numbers backing this explanation would be awesome too... I like numbers. smile.png

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Unless I'm misunderstanding how the "Enhanced Death Coil" buff works, I would argue that "Glyph of Outbreak" and "Breath of Sindragosa" are no longer worth taking (or at least, more complicated of a choice) because of the buff from "Enhanced Death Coil".  

 

"Enhanced Death Coil" gives you 3% more health for 30s and the effect stacks each time you cast a new Death Coil.  However, each "buff" is on an individual timer; i.e. 30s after you cast the first Death Coil, the health gain (3%) from that would disappear and your max health would drop, but you would still have the health buff from any other Death Coils you'd previously cast.  This results in a multiplicative health gain the more Death Coils you cast until your health eventually starts to drop as the buffs fall off (so we'd likely see a quick rise to a certain plateau which would then stabilize).  

 

Because of the above, "Glyph of Outbreak" and "Breath of Sindragosa" now having the negative side-effect of causing a Blood DK to cast fewer Death Coils and thus the buff from "Enhanced Death Coil" will not stack as high/will not be refreshed as often.  The net effect of this would be that you'd be trading the utility of (1) having an extra Death Strike (assuming you needed more than one within the 30s cd of Outbreak and couldn't get it through Blood Tap), or (2) the additional AoE damage spell for more overall health.  

 

I could see why "Glyph of Outbreak" or "Breath of Sindragosa" could be more useful due to easier situational manipulation, but overall I would imagine that the additional health (alleged to plateau at as much as 20-25%) provided by the "Enhanced Death Coil" buff means Blood DKs should really use their RP on Death Coil as often as possible rather than to spend RP on getting more Outbreaks (even with the added utility of getting an extra death strike) or adding yet another AoE damage spell to our arsenal.  

 

That being said, if the buff from "Enhanced Death Coil" adds to your max health while not increasing your current health, everything I said above would be rendered moot unless you were being topped off (and, according to Blizzard, healers shouldn't have to do that as much in WoD raids).  

 

At the very least, I would think all of the above would add an extra wrench into the "optimal" talents & glyphs for Blood DK such that you should refer to your particular raid situation a bit more (e.g. if you tend to receive a lot of overhealing, then even if the Enhanced Death Coil buff applies only to max health and not current health, the extra max health would still probably be more useful since you'd actually be using some of those overheals).  

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It took me a few hours to get used to the new rotation, but overall Blood seems to play just like before.

 

Having Death Coil as a mana dump just seems like gravy as I wasn't using death coil at all before.

 

I don't mind have less buttons to put in the rotation and with the new health pools I'm not having any trouble keeping my head above water.

 

Now just to get to 100.

Edited by SkuulzonVelen

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At the moment it doesn't look like Bladed Armor is mentioned anywhere in this guide, so I suggest you elaborate on Strength vs Bonus Armor in more depth. Here is my take, feel free to correct me if I am misinterpreting something.

Bonus Armor should be considered the most valuable stat for Blood. Bladed Armor (http://www.wowhead.com/spell=161608/bladed-armor) provides the same amount of attack power per point as strength and also increases physical damage reduction. 

This complies with your guide when it comes down to choosing rings, capes, and neck pieces. Attack Power outweighs the amount of physical damage reduction provided by Bonus Armor point for point, so it should never be optimal to equip an item with bonus armor and agility due to primary vs secondary stat budgets on these items.

Trinkets are a little different though since primary and secondary stat budgets are almost always 1:1 at the same item level. Procs aside, a trinket with bonus armor should always be valued higher than a trinket with an equal amount of strength.

The editors of this site are surely better than I when it comes to wording and structuring these guides for easier reading by the masses, but you could present this information simply by explaining Bladed Armor in the stat priority section. You may also consider adding a note about bonus armor trinkets being preferable to strength trinkets in your "gearing up" section.

Side note, it may be worth mentioning in your guide that the bonus armor potion is the best option for pre-potting since it provides 500 more attack power than the strength alternative.

Thanks for reading. Again, please let me know if I am misunderstanding something and everything I know about my Blood DK is a lie!

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      Level Talent 1 Talent 2 Talent 3 15 Enlightenment Trail of Light Enduring Renewal 30 Angelic Feather Perseverance Body and Mind 45 Light of the Naaru Guardian Angel Afterlife 60 Psychic Voice *new* Shining Force Censure 75 Surge of Light Binding Heal Circle of Healing 90 Benediction Divine Star Halo 100 Cosmic Ripple *new* Apotheosis Holy Word: Salvation *new* Shadow
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      Dark Void (level 45) Last Word (level 60) Void Torrent (level 100) Level Talent 1 Talent 2 Talent 3 15 Fortress of the Mind Shadowy Insight Shadow Word: Void 30 Mania Body and Soul San'layn 45 Dark Void *new* Misery Twist of Fate 60 Last Word *new* Mind Bomb Psychic Horror 75 Auspicious Spirits Shadow Word: Death Shadow Crash 90 Lingering Insanity Mindbender Power Infusion 100 Legacy of the Void Void Torrent *new* Surrender to Madness Rogue [Return to Top]
      Assassination
      New Talents
      Master Assassin (level 30) Poison Bomb (level 100) Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Dispatch 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Anticipation Deeper Stratagem 60 Leeching Poison Elusiveness Cheat Death 75 Internal Bleeding Iron Wire Prey on the Weak 90 Venom Rush Toxic Blade Exsanguinate 100 Poison Bomb *new* Crimson Tempest Marked for Death Outlaw
      Grappling Hook is now an ability that does not have a level requirement listed. New Talents
      Retractable Hook (level 30) Blinding Powder (level 75) Loaded Dice (level 100) Level Talent 1 Talent 2 Talent 3 15 Swordmaster Quick Draw Ghostly Strike 30 Acrobatic Strikes Retractable Hook *new* Hit and Run 45 Vigor Anticipation Deeper Stratagem 60 Iron Stomach Elusiveness Cheat Death 75 Dirty Tricks Blinding Powder *new* Prey on the Weak 90 Alacrity Cannonball Barrage Killing Spree 100 Loaded Dice *new* Slice and Dice Marked for Death Subtlety
      New Talents
      Shot in the Dark (level 75) Level Talent 1 Talent 2 Talent 3 15 Weaponmaster Find Weakness Gloomblade 30 Nightstalker Subterfuge Shadow Focus 45 Vigor Anticipation Deeper Stratagem 60 Soothing Darkness Elusiveness Cheat Death 75 Shot in the Dark *new* Strike from the Shadows Prey on the Weak 90 Dark Shadow Alacrity Enveloping Shadows 100 Master of Shadows Death from Above Marked for Death Shaman [Return to Top]
      Tremor Totem is baseline at level 58 Capacitor Totem is baseline at level 44 Elemental
      Fulmination - passive available at level 13 New Abilities
      Epicenter - passive available at level 13 Fulmination - passive available at level 13 New Talents
      Molten Fury (level 15) Volcanic Rage (level 30) Spirit Wolf (level 45) Seismic Armor (level 75) High Voltage (level 90) Electric Discharge (level 100) Level Talent 1 Talent 2 Talent 3 15 Earthen Rage Molten Fury *new* Totem Mastery 30 Spirit Wolf *new* Earth Shield Static Charge *new* 45 Echo of the Elements *new* Elemental Blast *new* Icefury *new* 60 Aftershock Storm Elemental Liquid Magma Totem 75 Nature's Guardian Seismic Armor *new* Ancestral Guidance 90 High Voltage *new* Primal Elementalist Master of the Elements 100 Elemental Attunement *new* Stormkeeper Ascendance Enhancement
      New Talents
      Totem Mastery (level 15) Spirit Wolf (level 45) Elemental Spirits (level 75) Windfury Totem (level 75) Level Talent 1 Talent 2 Talent 3 15 Landslide Hot Hand Totem Mastery *new* 30 Ancestral Guidance Feral Lunge Wind Rush Totem 45 Spirit Wolf *new* Earth Shield Static Charge *new* 60 Ancestral Swiftness Hailstorm Lightning Shield 75 Elemental Spirits *new* Overcharge Windfury Totem *new* 90 Crashing Storm Fury of Air Sundering 100 Boulderfist Earthen Spike Ascendance Restoration
      New Talents
      Spirit Wolf (level 45) Level Talent 1 Talent 2 Talent 3 15 Undulation Unleash Life Torrent 30 Gust of Wind Graceful Spirit Wind Rush Totem 45 Spirit Wolf *new* Earthgrab Totem Static Charge *new* 60 Crashing Waves Earth Shield Deluge 75 Ancestral Protection Totem Earthen Wall Totem Ancestral Vigor 90 Bottomless Depths Cloudburst Totem Echo of the Elements 100 High Tide Wellspring Ascendance Warlock [Return to Top]
      Shadowfury - is available at level 60 Affliction
      New Talents
      Deathbolt (level 15) Shadow Embrace (level 15) Empowered Healthstone (level 75) Darkfury (level 75 talent) Creeping Death (level 100) Level Talent 1 Talent 2 Talent 3 15 Shadow Embrace *new* Haunt Deathbolt *new* 30 Writhe in Agony Absolute Corruption Death's Embrace 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Soul Harvest 75 Darkfury *new* Mortal Coil Demonic Circle 90 Nightfall N/A Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Siphon Life Demonology
      Level Talent 1 Talent 2 Talent 3 15 Demonic Calling Fel Strike *new* Doom *new* 30 Riders *new* Power Siphon *new* Summon Vilefiend *new* 45 Demon Skin Burning Rush Dark Pact 60 Raging Imps *new* Demonic Strength *new* Biliescourge Bombers *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Grimoire of Synergy Demonic Consumption *new* Grimoire of Service 100 Inner Demons *new* Soul Conduit  Nether Portal *new* Destruction
      Level Talent 1 Talent 2 Talent 3 15 Eradication Flashover *new* Soul Fire 30 Reverse Entropy *new* Internal Combustion Shadowburn 45 Demon Skin Burning Rush Dark Pact 60 Fire and Brimstone Cataclysm Hellfire 75 Darkfury *new* Mortal Coil Demonic Circle 90 Roaring Blaze Grimoire of Supremacy Grimoire of Sacrifice 100 Soul Conduit Channel Demonfire Dark Soul *new* Warrior [Return to Top]
      Battle Shout returns at level 42 Arms
      New Abilities
      Sweeping Strikes - available at level 22 New Mastery
      Mastery: Deep Wounds (Deep Wounds) New Talents
      Skullsplitter (level 15) War Machine (level 15) Unbridled Wrath (level 75) Warbreaker (level 75) Deadly Calm (level 90) Mortal Combo (level 90) Dreadnaught (level 100) Level Talent 1 Talent 2 Talent 3 15 War Machine *new* Sudden Death Skullsplitter *new* 30 Double Time Impending Victory *new* Storm Bolt 45 Trauma Rend Avatar 60 Second Wind Bounding Stride Defensive Stance 75 Coming Soon Warbreaker *new* Cleave 90 Mortal Combo *new* Fervor of Battle Deadly Calm *new* 100 Anger Management Dreadnaught *new* Ravager Fury
      Level Talent 1 Talent 2 Talent 3 15 War Machine Endless Rage Fresh Meat 30 Double Time Impending Victory *new Storm Bolt 45 Wrecking Ball Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Frenzy Inner Rage Bloodbath 100 Reckless Abandon Dragon Roar Bladestorm Protection
      New Abilities
      Ignore Pain - available at level 40 Level Talent 1 Talent 2 Talent 3 15 Shockwave Storm Bolt Warbringer 30 Safeguard Inspiring Presence Impending Victory 45 Renewed Fury Best Served Cold Avatar 60 Warlord's Challenge Bounding Stride Crackling Thunder 75 Indomitable Devastator Never Surrender 90 Into the Fray Booming Voice Vengeance 100 Anger Management Heavy Repercussions Ravager
    • By Starym

       
      And there we have it, the very first Mythic +28 dungeon has been completed in time! This time around it's the Naowhxoxo, Imbanane, Fragnance, Frankstér and Gingì team that's made a new record, getting to +28 in Lower Karazhan! It was Bursting, Quaking and Fortified week in case you were wondering and they finished exactly 2 minutes and 59 seconds before the timer expired.
      Huge congrats to the team!
      Here's the clip of the moment of victory and the full video below it:



      And here are the main stats, courtesy of raider.io. Click on the image for even more:

      Source.
    • By Stan

      Alpha Build 26095 added totems for the upcoming Zandari Trolls.
      Here are totems of Zandalari Troll Shamans coming in Battle for Azeroth. We'll have a preview of the race up soon. In the meantime you can check out highlights of this week's Alpha Build here or read the latest development notes.
      Air Totem

      Earth Totem

      Fire Totem

      Water Totem

    • By Stan

      A preview of boss encounters found within Uldir - the first raid in Battle for Azeroth. The article contains spoilers.
      The raid was a titan research and quarantine facility, where titans were conducting experiments on Old Gods, creating G'huun. Blood Trolls of Nazmir worship the Blood God and you'll notice his lingering presence in the zone. Let's take a look at early Dungeon Journal entries for Uldir!
      Encounters
      Titan Keeper Hezrel Red Queen Fetid Devourer Titan Discs Blood of G'huun G'huun Titan Keeper Hezrel 
      No information available at this time.
      Red Queen (Red Queen & Remnants of Corruption) 

      Description
      The Red Queen will not allow adventurers into Uldim until they have been cleansed of corruption. First, they must pass through her decontamination chamber.
      Abilities
      Defense Grid (Important) - Passing through the Defense Grid inflicts 12,000 Arcane damage to all players and increases damage taken from Defense Grid by 100% for 6 sec. This effect stacks. Additionally, a Remnant of Corruption is summoned after 3 sec. Remnant of Corruption Clinging Corruption (Interruptible) - Spreads a vile, clinging corruption to players within 10 yds, inflicting 10,000 Nature damage and an additional 5,000 Nature damage every 1 sec for 5 sec. Cleansing Purge (Deadly) - Upon entering a room, the Red Queen begins a countdown to performing a full cleansing purge of all living matter within the space. Once the room has been purged it inflicts 30,000 Fire damage every 1 sec to players within. Sundering Scalpel (Tank Alert) - The caster slices with a focused laser scalpel, inflicting 30,000 Fire damage in a cone in front of them, and increasing damage taken by Sundering Scalpel by 100%. This effect stacks. Purifying Flame - Vents within the chamber unleash jets of purifying flame, each inflicting 20,000 Fire damage to all enemies within 3 yards. Wind Tunnel - Massive air vents throughout the chamber open, moving players towards jets of Purifying Flame. Fetid Devourer 

      Overview
      Fetid Devourer engages players, storing up energy over time to unleash Rotting Regurgitation.
      Periodically, Waste Disposal units around the room will activate, dumping waste into the room and leaving behind Corruption Corpuscles. Players must kill these before they release Enticing Essence, or Fetid Devourer will move to them and Consume Corruption, healing and gaining energy.
      At 50% health, Fetid Devourer will enter into a Fetid Frenzy.
      Damage Dealers
      Kill Corruption Corpuscles before they finish releasing Enticing Essence. When Chimaera nears 100 energy, prepare to avoid Rotting Regurgitation. Healers
      The primary tank on Fetid Devourer will take more consistent - but overall higher - damage, and the secondary tank will take intermittent, high damage from Terrible Thrash. Be sure the secondary tank is near full health when Terrible Thrash is coming. After players affected with Malodorous Miasma, they will develop Deadly Disease, which inflicts high damage and requires focused healing. Tanks
      The primary tank on Fetid Devourer will take more consistent - but overall higher - damage. As the secondary tank, stand nearby the primary tank so that you are targeted by Terrible Thrash, and be prepared for large spikes of damage when it hits. Abilities
      Thrashing Terror (Tank Alert) - Every fourth attack, Fetid Devourer will use Thrash on the closest player to the current tank. Terrible Thrash (Tank Alert) - Thrashes the target, inflicting 300% of a standard melee attack to them. Rotting Regurgitation - When Fetid Devourer reaches 100 Energy, he unleashes a Rotting Regurgitation, inflicting 21,400 Nature damage immediately and an additional 10,700 Nature damage every 2 sec. in a cone in front of him for 8 sec. Shockwave Stomp - Inflicts 10,025 Physical damage to all players and knocks them back. Malodorous Miasma (Healer Alert) - The foul stench of the area sickens players, inflicting 3,210 Nature damage to afflicted players every 1.5 sec. for 18 sec. When this effect expires, it applies Deadly Disease to the affected player. Deadly Disease (Healer Alert) - Inflicts 12,000 Nature damage every 2 sec. for 6 sec. Corruption Corpuscle Enticing Essence - Releases pheromones, drawing Fetid Devourer to consume the Corruption Corpuscle. Consume Corruption - Consumes a Corruption Corpuscle, healing Fetid Devourer for 10% and granting 20 Energy. Fetid Frenzy (Important) - At 50% Health, Fetid Devourer frenzies, increasing damage dealt by 25% and damage taken by 50%. Titan Discs (Zol'thuum the Forgotten, Qiraji Warrior, Anub'ar Voidweaver) 

      Overview
      Zol'thuum assaults players while the compromised Titan Discs come online, calling forth powerful Old God magics and summoning their lesser servants. As new Titan Discs come online, previously activated Discs will go dormant.
      Damage Dealers
      Keep a safe distance from your allies when Chaotic Glare is preparing to fire. Consider your positioning when Roiling Deceit is about to expire. Free allies from Will of the Corruptor by attacking them. Healers
      Titan Spark strikes random targets periodically. Void Surge inflicts substantial damage to all party members in addition to the lethal damage within each eruption. The damage dealt by Corruption Pulse increases with each cast until the Orb of Corruption is disturbed. Tanks
      Avoid being struck by Void Lash multiple times during Might of the Void. Consider the position of your allies when redirecting casts of Void Lash. Abilities
      Titan Spark - Titan energy arcs from the damaged Titan Disc, striking several targets for 3,580 Nature damage. Void Surge (Important, Deadly) - Upon reaching 100 energy, Zol'thuum unleashes a series of eruptions in quick succession. Each eruption inflicts 35,000 Shadow damage to players caught within it. In addition, each eruption inflicts 8,000 Shadow damage to all players. Might of the Void (Tank Alert) - Zol'thuum performs a series of powerful attacks. Void Lash (Tank Alert) - Zol'thuum summons lashing tentacles, inflicting 40,000 Shadow damage in a frontal cone, and reduces healing received by 50% for 8 sec. This effect stacks. Rupture (Tank Alert) - Zol'thuum drives its tentacle into the target, inflicting 80,000 Physical damage and an additional 10,000 Physical damage every 2 sec for 40 sec. This effect stacks. Stage One: Chaos
      At 90% health remaining Protocol: Chaos begins. Summoning projections of C'Thun and replicating minions from the Qiraji empire.
      Chaotic Glare (Deadly) - The Eye of C'Thun penetrates the soul of the target, dealing 13,800 Nature damage and leaping to any nearby allies for increased damage. Qiraji Warrior Fixate - A Qiraji Warrior sets its attention on an enemy. Lasts 15 sec or until it strikes its target. Jagged Mandible - The Qiraji Warrior's melee attacks maim the target, inflicting 5,000 Physical damage every 3 sec and reducing movement speed by 20% for 15 sec. This effect stacks. Stage Two: Deception
      At 60% health remaining Protocol: Deception begins. Summoning projections of Yogg-Saron and replicating servants from Azjol-Nerub.
      Roiling Deceit (Important) - Yogg-Saron corrupts the target, inflicts 10,000 Shadow damage every 2 sec and forms an Ominous Cloud upon expiration. Roiling Deceit Guardian of Yogg Saron (Casts Shadow Nova upon raching 100 energy when defeated). Shadow Nova - Self destructs, Inflicting 20,000 Shadow damage to all enemies. (Deadly) -  Anub'ar Voidweaver Withering Touch (Interruptible) - Launches Shadow energy towards an enemy, inflicting 10,000 Shadow damage and an additional 8,000 Shadow damage every 2 for 20 sec. Stage Three: Corruption
      At 30% health remaining Protocol: Corruption begins. A warped projection appears and shadowy whispers echo through the chamber. The magic released from the damaged Titan Discs appear to be unchecked and more than a demonstration of power...
      Overload - The damaged disc activates, increasing the frequency of Titan Spark. Orb of Corruption - A manifestation of N'Zoth's power forms. Inflicts 10,250 Shadow damage to all enemies every 10 sec, increasing with each pulse. Coming into contact with the orb resets this effect, but afflicts the victim with Will of the Corruptor. Corruption Pulse - Inflicts 10,000 Shadow damage to all enemies, damage increased with each pulse. Will of the Corruptor - Coming into contact with an Orb of Corruption charms the victim, causing them to attack nearby allies. When this effect is removed, the victim gains Corruptor's Pact. Corruptor's Pact (Important) - N'Zoth's power courses through you, increasing your damage, healing, and absorption effects by 25%. You are vulnerable to N'Zoth's influence and coming into contact with an Orb of Corruption will consume you. Servant of N'Zoth (Deadly) - Coming into contact with an Orb of Corruption while affected by Corruptor's Pact consumes the victim, transforming them into a mindless servant of N'Zoth. Blood of G'huun 

      Description
      A sample of G'huun's blood, animated and run amok. Considered by the Titans to be an infection capable of killing every living thing on Azeroth. Its primary disease strain was dubbed the Omega Vector.
      Overview
      The Blood of G'huun creates instances of Omega Vector which bounce endlessly between players during the encounter. When Omega Vector jumps between players it leaves behind a stack of Lingering Infection, which has no duration and cannot be removed.
      Mutagenic Pathogen is the source of new copies of Omega Vector, with one Omega Vector being created whenever Mutagenic Pathogen expires from a player.
      Damage Dealers
      Kill Plague Amalgams quickly to prevent excessive heal absorbs from Immunosuppression. Avoid the area damage from targets affected by Gestate. Communicate with your allies to control each jump of Omega Vector. Healers
      Targets afflicted by Omega Vector and Gestate will require heavy healing to survive. Help tanks survive several attacks of Mutagenic Pathogen as they try to minimize the number of Omega Vector jumping through the raid. Lingering Infection cannot be removed and does not have a duration, making it more virulent as the encounter goes on. Communicate with your allies to control each jump of Omega Vector. Tanks
      Make sure you are close to desirable hosts for Omega Vector targets when Mutagenic Pathogen fades. Hold the Blood of G'huun's threat for as long as you can to prevent generating too many copies of Omega Vector. Abilities
      Lingering Infection - Weakens the player's resistance to future infections, increasing Nature damage taken by 5%. Pestilence Omega Vector (Important) - Omega Vector takes root in a player, inflicting 4,860 Shadow damage every 2 sec for 10 sec. On expiration, Omega Vector jumps to the closest ally and applies a stack of Lingering Infection to its former host. Mutagenic Pathogen (Tank Alert) - Inflictins 2,290 Shadow damage every 2 sec for 12 sec. Each subsequent application of Mutagenic Pathogen doubles the damage per tick of the previous application. On expiration, the Mutagenic Pathogen evolves into Omega Vector and jumps to the target with the fewest Lingering Infections from among the three closest players. Gestate - Inflicts 1,790 damage every 1 sec to a random player and all players within 8 yards for 5 sec. Stuns the initial target while a Plague Amalgam gestates within the player. On expiration, the Plague Amalgam will spawn 5 yards from that player. Plague Amalgam Immunosuppression - Spreads a toxin that absorbs 18,000 healing done to all players within 500 yards. Contagion (Deadly) - Inflicts 10,700 Nature damage to all players.  Carnage Liquefy - Transforms into a pool of toxic blood, triggering Lingering Infection on players who come into contact with the pool. Blood Geyser - A geyser of corrupted blood inflicts 6,430 Shadow damage to all players within 1 yards. Affected players gain a stack of Lingering Infection. Hypergenesis - A pool of blood forms, erupting for 10,750 Shadow damage to players within 6 yards after 8 sec. If no players are hit by the eruption, it instead inflicts 12,850 Shadow damage to all players. G'huun 

      Stage One: My Minions are Endless!
      Arena Floor
      Blood Shield - While shielded, G'huun's regenerates 5% of his maximum health every 0.5 sec. Spew Corruption - G'huun lobs a blast of corruption that sloshes towards a random player, inflicting 12,500 Plague damage to any player within 10 yards of the impact. After bounding 3 times the glob forms a Inflicts 5,000 Plague damage every 2 sec while within the area. Pool of Corruption - Inflicts 5,000 Plague damage every 2 sec while within the area. Call Corruption - G'huun calls all pools of corruption back to him over 12 sec. Thousand Maws - G'huun summons forth minions to assist him. Cyclopean Terror Torment (Interruptible) - The caster assaults a random player's mind, inflicting increasing 0 Shadow damage every 2 sec for 18 sec. Dark Young Massive Smash (Tank Alert) - Filled with unending rage the caster slams their target, inflicting 20,000 Physical damage and knocking them back. Dark Bargain - Increases the damage taken and damage done of all creatures, including players, within 15 yards of the caster by 50%. Blightspreader Tendril - The Blightspreader Tendril slowly loses energy over time. Upon reaching 0 energy, the tendril burrows through the ground to a new location, casting Mantle of Shadow. Decaying Eruption (Interruptible) - Inflicts 7,500 Plague damage to all players, consuming up to 10 energy upon a successful cast. Mantle of Shadow - The caster forms a shield of shadows around itself, absorbing the next 500,000 damage taken. While the absorb shield is active the caster is immune to interrupt and silence effects. In addition, the caster's energy is refreshed to 100. Upper Platforms
      Defensive Countermeasure - Upon dying a Defensive Countermeasure explodes, dropping a Titan Core. Titan Core - A mote of titanic power, depositing this core in a Power Conduit generates 20 energy. While holding the Titan Core, the target's movement speed is reduced by 20% every 2 sec until they become immobile. Throw Titan Core - Throws the titan core up to 20 yards. If the core is not caught by another player it is destroyed. Imperfect Physiology - The lingering effects of the curse of flesh interfere with the titan's power, preventing interaction with the Titan Cores for 2 min. Amorphus Cyst Undulating Mass - Creates an area of mossy growth that, inflicts 250 Plague damage every 1.5 sec and reduces movement speed by 75% while standing within the area. Tendrils of Corruption - Nightmarish tendrils grasp and squeeze any player who touches them, immobilizing the target and inflicting 0 Plague damage every 5 sec for 12 sec. Unclean Contagion - Spores clouds choke the upper platforms surrounding G'huun, inflicting 1,000 Shadow damage every 2 sec for 2 min and growing in intensity every 2 sec while remaining in the area. Stage Two:
      Arena Floor
      Crimson Blight - G'huun's presence corrupts nearby players, inflicting 1,000 Shadow damage every 1.5 sec. This affect intensifies every 8 sec. Blood Feast - G'huun corrupts his current target, inflicting 5,000 Shadow damage every 2 sec. After 10 sec, players within 8 yards of the target have their applications of Crimson Blight reset to 1 and a Gibbering Horror is spawned. Gibbering Horror Blood Might - Each application of Crimson Blight that is consumed by Blood Feast increases the Gibbering Horror's maximum health and damage done by 5%. Mind-Numbing Chatter - The caster babbles incoherently, inflicting Shadow damage to all players and interrupting casting for 3 sec. Gaze of G'huun - G'huun unleashes a wave of terror, causing all players to flee in fear for 3 sec. Spawn of G'huun Dark Purpose - The Spawn of G'huun fixates upon a random player and moves towards them, increasing in speed over time. Upon reaching the target the Spawn of G'huun burrows into the target, making it a Blood Host. Blood Host - The Spawn of G'huun burrows into it's target, inflicting 1,000 Plague damage every 2 sec for 20 sec. Upon removal, 2 Spawn of G'huun erupt from the afflicted player. Upper Platforms
      Defensive Countermeasure - Upon dying a Defensive Countermeasure explodes, dropping a Titan Core. Titan Core - A mote of titanic power, depositing this core in a Power Conduit generates 20 energy. While holding the Titan Core, the target's movement speed is reduced by 20% every 2 sec until they become immobile. Throw Titan Core - Throws the titan core up to 20 yards. If the core is not caught by another player it is destroyed. Imperfect Physiology - The lingering effects of the curse of flesh interfere with the titan's power, preventing interaction with the Titan Cores for 2 min. Amorphus Cyst Undulating Mass - Creates an area of mossy growth that, inflicts 250 Plague damage every 1.5 sec and reduces movement speed by 75% while standing within the area. Tendrils of Corruption - Nightmarish tendrils grasp and squeeze any player who touches them, immobilizing the target and inflicting 0 Plague damage every 5 sec for 12 sec. Unclean Contagion - Spores clouds choke the upper platforms surrounding G'huun, inflicting 1,000 Shadow damage every 2 sec for 2 min and growing in intensity every 2 sec while remaining in the area. Stage Three: Reorigination
      Reorigination - Unleashes a blast of titanic power, inflicting 11,000 Arcane damage to all players every 5 sec for 25 sec. This blast incapacitates G'huun, and increases his damage taken by 500% for 25 sec.