The Fallen Protectors Detailed Strategy Guide (Heroic Mode included)
Table of Contents
Introduction
This guide is intended to provide a comprehensive description of the encounter with The Fallen Protectors in Siege of Orgrimmar. It is targeted at anyone who desires to understand the fight mechanics.
This guide is updated for World of Warcraft WoD 6.1.2.
The fight against The Fallen Protectors is the second encounter in the Siege of Orgrimmar raid. This is a council-type fight that will test your raid members' ability to react to mechanics and work together as a team. Specifically, moving and repositioning accordingly is very important in defeating this boss.
General Information
Health Values
Bosses
| Difficulty | Rook Stonetoe | He Softfoot | Sun Tenderheart | 
|---|---|---|---|
| 10-man | 114M | 112M | 112M | 
| 10-man Heroic | 248M | 247M | 245M | 
| 25-man | 320M | 317M | 314M | 
| 25-man Heroic | 701M | 695M | 688M | 
| LFR | ???M | ??? | ??? | 
Adds
| Difficulty | 
 | Embodied Anguish | 
 | 
 | 
|---|---|---|---|---|
| 10-man | 9.4M | 11.4M | 12.3M | 12.3M | 
| 10-man Heroic | 50M (shared) | 50M | 27M | 27M | 
| 25-man | 26M | 79M | 34M | 34M | 
| 25-man Heroic | 107M (shared) | 107M | 75.3M | 75.3M | 
| LFR | ??? | ??? | ??? | ??? | 
Enrage Timer
This fight has a hard 10-minute enrage timer. There are various soft enrage mechanics present, but they only occur if you are not doing the fight in the way in which it is meant to be done.
Raid Composition
| Difficulty | Tanks | Healers | DPS | 
|---|---|---|---|
| 10-man | 2 | 2-3 | 5-6 | 
| 10-man Heroic | 2 | 2-3 | 5-6 | 
| 25-man | 2 | 5-7 | 16-18 | 
| 25-man Heroic | 2 | 5-7 | 16-18 | 
Loot
Armor
| Item Name | Armor | Slot | Main Stats | 
|---|---|---|---|
|  Shoulderpads of Dou Dou Chong (LFR, Flexible, Heroic) | Cloth | Shoulders | Intellect/Hit | 
|  Robes of the Tendered Heart (LFR, Flexible, Heroic) | Cloth | Chest | Intellect/Hit | 
|  Sha-Seared Sandals (LFR, Flexible, Heroic) | Cloth | Feet | Intellect/Hit | 
|  Lifebane Bracers (LFR, Flexible, Heroic) | Cloth | Wrists | Intellect/Spirit | 
|  Shoulders of the Roiling Inferno (LFR, Flexible, Heroic) | Leather | Shoulders | Intellect | 
|  Stonetoe's Tormented Treads (LFR, Flexible, Heroic) | Leather | Feet | Agility | 
|  Shoulderguards of Dark Meditations (LFR, Flexible, Heroic) | Shoulders | Intellect | |
|  Sabatons of Defilement (LFR, Flexible, Heroic) | Feet | Intellect | |
|  Grips of Unending Anguish (LFR, Flexible, Heroic) | Hands | Agility | |
|  Gaze of Echoing Despair (LFR, Flexible, Heroic) | Plate | Head | Intellect | 
|  Grips of the Fallen Council (LFR, Flexible, Heroic) | Plate | Hands | Intellect | 
|  Darkfallen Shoulderplates (LFR, Flexible, Heroic) | Plate | Shoulders | Strength/Mastery | 
|  Poisonbinder Girth (LFR, Flexible, Heroic) | Plate | Waist | Strength | 
|  Shockstriker Gauntlets (LFR, Flexible, Heroic) | Plate | Hands | Strength/Dodge | 
Weapons
| Item Name | Type | Main Stats | 
|---|---|---|
|  Purehearted Cricket Cage (LFR, Flexible, Heroic) | Off-Hand Frill | Intellect/Hit | 
|  Softfoot's Last Resort (LFR, Flexible, Heroic) | Fist Weapon | Agility | 
|  Death Lotus Crossbow (LFR, Flexible, Heroic) | Crossbow | Agility | 
Rings, Cloaks, and Trinkets
| Item Name | Type | Main Stats | 
|---|---|---|
|  Petrified Pennyroyal Ring (LFR, Flexible, Heroic) | Ring | Intellect/Hit | 
|  Sorrowpath Signet (LFR, Flexible, Heroic) | Ring | Strength | 
|  Gloomwrap Greatcloak (LFR, Flexible, Heroic) | Cloak | Strength/Parry | 
|  Rook's Unlucky Talisman (LFR, Flexible, Heroic) | Trinket | Stamina/reduced damage taken | 
Overview of the Fight
During the encounter with The Fallen Protectors you will face three bosses at the same time. They do not share health, and each one has its own individual abilities.
The central element of the encounter is a mechanic called Desperate Measures. Each boss casts this ability (although the effects differ for each boss) when they reach 66% and 33% health. In essence, when a boss casts Desperate Measures, it disappears from the fight, spawning one or more adds in its place. These adds have certain abilities, and your raid must kill them. When the adds are killed, the boss will return (with the same health it had when it disappeared), and the fight will continue.
It is also important to note that all three bosses must be killed at the same time (within the space of about 10 seconds). If your raid fails to do this, then the boss that was first brought to 0% health will heal itself, thus setting your raid back considerably.
Videos:
- PTR Preview — a short overview of the boss, based on PTR testing, which is extremely useful for getting a rough understanding of the fight;
- Video Guide — a video guide of the boss, based on live-realm experience.
Class-specific Advice
On our forums, we are maintaining threads with class-specific advice for each of the fights of Siege of Orgrimmar. So, make sure to check them out, and if you have things to share, do not hesitate to contribute!
| Class | Forum Threads | 
|---|---|
|  Death Knight | |
|  Druid | |
|  Hunter | |
|  Mage | |
|  Monk | |
|  Paladin | |
|  Priest | |
|  Rogue | |
|  Shaman | |
|  Warlock | |
|  Warrior | 
A Word on Structure
Given the nature of the encounter, you will have to handle the abilities of all three bosses for extended periods of time. Additionally, you will have to handle the special abilities from Desperate Measures several times during the fight. As such, we will first present the abilities of all three bosses, before explaining the adequate strategy to complete the encounter. While it may appear more natural to present the abilities for a boss followed immediately by the strategy to handle them, this would not be efficient since none of the abilities can be adequately discussed apart from those of the other two bosses.
Abilities
Rook Stonetoe
When not in a Desperate Measures phase, Rook Stonetoe makes use of several abilities.
 Vengeful Strikes is an ability that Rook uses to stun his current
target. Shortly afterwards, he deals high Physical damage in a cone in front of
him. Vengeful Strikes is an ability that Rook uses to stun his current
target. Shortly afterwards, he deals high Physical damage in a cone in front of
him.
 Corrupted Brew is a shadow-crash type of mechanic, whereby Rook
throws a keg of brew at a random ranged raid member, which deals damage in
a 5-yard radius when it lands, also slowing any affected players. Corrupted Brew is a shadow-crash type of mechanic, whereby Rook
throws a keg of brew at a random ranged raid member, which deals damage in
a 5-yard radius when it lands, also slowing any affected players.
 Clash is an ability Rook uses to charge a random raid member.
As soon as Rook charges the player, he starts channeling Clash is an ability Rook uses to charge a random raid member.
As soon as Rook charges the player, he starts channeling Corruption Kick, dealing damage in a 10-yard area for 4 seconds. Players
hit by Corruption Kick also receive a DoT that lasts for 6 seconds, dealing
moderate Shadow damage, and which can be dispelled. Corruption Kick, dealing damage in a 10-yard area for 4 seconds. Players
hit by Corruption Kick also receive a DoT that lasts for 6 seconds, dealing
moderate Shadow damage, and which can be dispelled.
Desperate Measures
When reaching 66% and 33% health, Rook Stonetoe disappears and summons three adds: Embodied Misery, Embodied Sorrow, and Embodied Gloom. Your raid must kill these three adds for Rook to re-appear. While Rook is gone, he does not cast any of his normal abilities.
Embodied Misery casts  Defiled Ground. This knocks the Embodied
Misery's tank back, damaging them in the process, and leaves behind a damaging
void zone.
 Defiled Ground. This knocks the Embodied
Misery's tank back, damaging them in the process, and leaves behind a damaging
void zone.
Embodied Sorrow casts Inferno Strike. This ability selects a random raid member and, a few seconds later, deals a massive amount of damage split between all players within 8 yards of that player. The affected player, as well as the relevant 8-yard radius around them are indicated by means of a red circle.
Embodied Gloom casts  Corruption Shock, an interruptible nuke that deals
damage in an area around random players.
 Corruption Shock, an interruptible nuke that deals
damage in an area around random players.
He Softfoot
When not in a Desperate Measures phase, He Softfoot makes use of several abilities.
 Garrote is a bleed that He applies on random raid members. It has
an unlimited duration, and it cannot be dispelled, but it is automatically
removed from all raid members when He enters his Desperate Measures
phases. Garrote is a bleed that He applies on random raid members. It has
an unlimited duration, and it cannot be dispelled, but it is automatically
removed from all raid members when He enters his Desperate Measures
phases.
 Gouge is an ability that He uses on his current target,
incapacitating them for 6 seconds and changing target to a random raid member
for this duration. If the tank is facing away from He when Gouge is cast, they
will not be incapacitated, and instead they will only be knocked back a short
distance (which also prevents He from changing targets). Gouge is an ability that He uses on his current target,
incapacitating them for 6 seconds and changing target to a random raid member
for this duration. If the tank is facing away from He when Gouge is cast, they
will not be incapacitated, and instead they will only be knocked back a short
distance (which also prevents He from changing targets).
- He also has two buffs that he alternates using on himself. Each buff lasts
about 20 seconds. Noxious Poison causes He's melee attacks to leave behind void zones
on the ground. Noxious Poison causes He's melee attacks to leave behind void zones
on the ground.
 Instant Poison causes He's melee attacks to deal a large amount of
additional Nature damage. Instant Poison causes He's melee attacks to deal a large amount of
additional Nature damage.
 
Desperate Measures
When reaching 66% and 33% health, He Softfoot disappears and summons an add with a large amount of health, called Embodied Anguish. Your raid must kill this add for He to re-appear. While He is gone, he does not cast any of his normal abilities.
The Embodied Anguish casts  Mark of Anguish on a random raid member.
This is a debuff that roots the player in place, and that also deals Shadow
damage over time to them. The Embodied Anguish fixates on that player,
moving towards them to melee them. When the Embodied Anguish melees a player,
it applies a stack of a debuff called
 Mark of Anguish on a random raid member.
This is a debuff that roots the player in place, and that also deals Shadow
damage over time to them. The Embodied Anguish fixates on that player,
moving towards them to melee them. When the Embodied Anguish melees a player,
it applies a stack of a debuff called  Shadow Weakness on them, increasing
the damage they take from Mark of Anguish.
 Shadow Weakness on them, increasing
the damage they take from Mark of Anguish.
Players affected by Mark of Anguish can pass this debuff on to another raid
member of their choice (forcing the Embodied Anguish to fixate on that player),
by using an extra action button with which they are provided. Passing on the
debuff causes the entire raid to receive a stack of Shadow Weakness, and
causes the targeted player to receive a stack of  Debilitation,
reducing their armor by 50% for 2 minutes.
 Debilitation,
reducing their armor by 50% for 2 minutes.
Sun Tenderheart
When not in a Desperate Measures phase, Sun Tenderheart makes use of several abilities.
 Sha Sear is a channeled spell that Sun uses on random raid members, which
deals damage to that player and any other players within 5 yards of them. The
spell can be interrupted, but doing so only causes Sun to immediately re-cast it on
a new target. Sha Sear is a channeled spell that Sun uses on random raid members, which
deals damage to that player and any other players within 5 yards of them. The
spell can be interrupted, but doing so only causes Sun to immediately re-cast it on
a new target.
 Shadow Word: Bane is a DoT that Sun applies on random raid members. Each
time the DoT ticks, it copies itself onto a new target, with each instance of the
DoT affecting a maximum of 4 players at the same time. Shadow Word: Bane can be
dispelled. Shadow Word: Bane is a DoT that Sun applies on random raid members. Each
time the DoT ticks, it copies itself onto a new target, with each instance of the
DoT affecting a maximum of 4 players at the same time. Shadow Word: Bane can be
dispelled.
 Calamity is a raid-wide damaging spell that Sun uses. It deals 30% of
players' maximum health as Shadow damage, and removes all applications of
Shadow Word: Bane when doing so. Calamity is a raid-wide damaging spell that Sun uses. It deals 30% of
players' maximum health as Shadow damage, and removes all applications of
Shadow Word: Bane when doing so.
Desperate Measures
When reaching 66% and 33% health, Sun Tenderheart disappears and summons two adds: Embodied Despair and Embodied Desperation. These have no abilities of their own, and they do not need to be tanked, but your raid must kill these two adds for Sun to re-appear. While Sun is gone, she does not cast any of her normal abilities.
During Sun's Desperate Measures, the entire raid takes damage every 0.5
seconds from an ability called  Dark Meditation. This damage is reduced by
35% by standing inside a protective barrier, called a Meditative Field,
which is located in the center of the arena.
 Dark Meditation. This damage is reduced by
35% by standing inside a protective barrier, called a Meditative Field,
which is located in the center of the arena.
Additionally, during Sun's Desperate Measures, small adds called Despair Spawns and Desperation Spawns will spawn from random raid members. These adds have no abilities, and any damage taken by these adds will be mirrored onto the two large adds (Embodied Despair and Embodied Desperation, which technically create the small adds).
Strategy
To begin with, your raid must learn a general strategy that will allow you to handle the non-Desperate Measures phases of all three bosses at the same time. After that, you will also have to understand how to master each Desperate Measure phase (while contending with the normal abilities of the other two bosses at the same time). You must always avoid having more than one boss in a Desperate Measures phase at one time, since this will complicate matters greatly.
Given the complexity and length of the strategy, we have divided it into sub-sections.
General Strategy
He Softfoot and Rook Stonetoe must be tanked, whereas
Sun Tenderheart spends most of her time channeling  Sha Sear on
players. We will provide you with a brief outline of what you must do, before
providing a few more explanations.
 Sha Sear on
players. We will provide you with a brief outline of what you must do, before
providing a few more explanations.
- Tanks- Tank Rook facing away from other raid members (in order to avoid anyone
other than the tank being damaged by  Vengeful Strikes). Vengeful Strikes).
- Tank He away from the raid and move him whenever he places a poison void
zone. Use a minor defensive cooldown to survive  Instant Poison. Instant Poison.
- He's tank must turn their back to He whenever he casts  Gouge, in
order to avoid being incapacitated. Gouge, in
order to avoid being incapacitated.
 
- Tank Rook facing away from other raid members (in order to avoid anyone
other than the tank being damaged by 
- Healers- Dispel  Shadow Word: Bane before it has a chance to tick, whenever
possible. Shadow Word: Bane before it has a chance to tick, whenever
possible.
- Be prepared to heal the high and unavoidable damage of
 Garrote and Garrote and Calamity. Calamity.
 
- Dispel 
- Everyone- Avoid being hit by  Corrupted Brew. Corrupted Brew.
- If targeted by Sun's  Sha Sear move away from other raid members so
that the damage is minimised. Do not bother interrupting Sun. Sha Sear move away from other raid members so
that the damage is minimised. Do not bother interrupting Sun.
- Whenever Rook begins casting  Corruption Kick, move out of his close
proximity to avoid the damage. Corruption Kick, move out of his close
proximity to avoid the damage.
- Be mindful of He's poison void zones.
 
- Avoid being hit by 
Your raid should be mildly spread out. This is ideal for several reasons, but
mostly because it helps minimise the damage taken from  Sha Sear, and
because fewer players will need to move away from Rook to avoid the damage
of
 Sha Sear, and
because fewer players will need to move away from Rook to avoid the damage
of  Corruption Kick.
 Corruption Kick.
He Softfoot should be tanked outside of the raid so that no one except for his tank has to worry about the poison void zones that this boss leaves behind. Rook should be tanked facing away, because he will regularly deal high frontal cone damage. Sun Tenderheart should be tanked close to Rook, to allow for cleave damage. You can interrupt her casts to help move her into position.
Players must be ever-vigilant to avoid taking damage caused by being in the
wrong place. Specifically, everyone must make sure to be far enough away from
the target of  Sha Sear, they must carefully and quickly avoid the
projectiles of
 Sha Sear, they must carefully and quickly avoid the
projectiles of  Corrupted Brew, and they must always make sure to get away
from Rook when he casts
 Corrupted Brew, and they must always make sure to get away
from Rook when he casts  Corruption Kick.
 Corruption Kick.
Desperate Measures
DPS Priority
The first thing to discuss is the order in which you should prioritise
DPSing the bosses. This is important because it determines the order in
which you will face their respective Desperate Measures phases, which in
turn is very significant due to the way in which  Garrote and
 Garrote and
 Shadow Word: Bane work.
 Shadow Word: Bane work.
These two DoTs are both removed automatically from all raid members as soon as the casting boss enters their Desperate Measures phase. In the case of Garrote, there is no way to remove the bleeds without pushing He into Desperate Measures, while in the case of Shadow Word: Bane it is very difficult to reliably dispel every instance of it (because dispels have a cooldown). This means that, in order to keep the raid damage manageable, you will have to regularly have He and Sun go into their Desperate Measures phases, and you cannot afford to simply leave one alone until the end of the fight.
The order in which you choose to bring the bosses to Desperate Measures, beyond what we have just mentioned, is up to you. Here is an example that could work.
- Take Rook to 66%.
- Take He to 66% (this will clear all Garrote bleeds from the raid).
- Take Sun to 66% (this will clear all Shadow Word: Bane from the raid).
- Take Rook to 33%.
- Take He to 33%.
- Take Sun to 33%.
- Kill all three bosses.
In practice, you will of course not keep two bosses at 100% health while you bring the other to 66%, since you will be doing some cleaving damage and some players will be multi-DoTting.
Rook's Desperate Measures
Handling Rook's Desperate Measures phase is the most complex of the three. During this phase, you will have to deal with three abilities.
 Defiled Ground is cast on the tank of Embodied Misery. It places
a void zone at this tank's location, meaning that the mob has to be kited
slowly. Defiled Ground is cast on the tank of Embodied Misery. It places
a void zone at this tank's location, meaning that the mob has to be kited
slowly.
 Corruption Shock, which is cast by Embodied Gloom, must be
interrupted whenever possible. Corruption Shock, which is cast by Embodied Gloom, must be
interrupted whenever possible.
 Inferno Strike, cast by
Embodied Sorrow, is the biggest problem during this phase. It requires
the entire raid to stack up on the person being targeted by it, so that the
damage is soaked. This last ability is the most problematic, because stacking
up causes problems with Inferno Strike, cast by
Embodied Sorrow, is the biggest problem during this phase. It requires
the entire raid to stack up on the person being targeted by it, so that the
damage is soaked. This last ability is the most problematic, because stacking
up causes problems with Sha Sear. Sha Sear.
The best way to handle this phase is to remain spread out, tanking the Embodied Misery away from the raid, and to only stack very briefly each time Inferno Strike is being cast. Players who are currently targeted by Sha Sear should not stack with the rest of the raid.
Your first priority is to kill Embodied Sorrow, in order to get rid of Inferno Strike. Once that is done, you should kill Embodied Gloom, to remove the need for constant interrupts. Embodied Misery can safely be killed last because, aside from being annoying to its tank, the add is not really problematic.
He's Desperate Measures
He's Desperate Measures can be handled very easily. You can have whoever
has  Mark of Anguish cast on them simply pass the debuff along to the tank
that was tanking He before Desperate Measures, and that tank can simply
survive the attacks of Embodied Anguish until your raid kills the add.
Nothing else really changes, and this phase is actually easier than when no
bosses are in Desperate Measures, since all other abilities belonging to He
are not being used.
 Mark of Anguish cast on them simply pass the debuff along to the tank
that was tanking He before Desperate Measures, and that tank can simply
survive the attacks of Embodied Anguish until your raid kills the add.
Nothing else really changes, and this phase is actually easier than when no
bosses are in Desperate Measures, since all other abilities belonging to He
are not being used.
The tank with Mark of Anguish will also be debuffed by  Debilitation,
reducing their armor, so they should make sure to have a defensive cooldown
available just in case.
 Debilitation,
reducing their armor, so they should make sure to have a defensive cooldown
available just in case.
Sun's Desperate Measures
The strategy for handling Sun's Desperate Measures is essentially simple,
although it can be difficult. The idea is to have the entire raid stacked
together inside the Meditative Field, where the damage from
 Dark Meditation is greatly reduced. While inside, ranged DPS
players should kill the Embodied Despair and Embodied Desperation
adds.
 Dark Meditation is greatly reduced. While inside, ranged DPS
players should kill the Embodied Despair and Embodied Desperation
adds.
Melee DPS players will have to handle the Despair Spawns and Desperation Spawns, since doing so allows them to stay inside the Meditative Field. Any damage they do to these small adds will then be mirrored onto the larger adds, so melee DPS can still contribute to ending the phase faster.
Complications can arise during this phase when Rook begins casting
 Corruption Kick inside the Meditative Field. If this happens, players
will simply have to move. The raid will have to try to dodge Rook's
 Corruption Kick inside the Meditative Field. If this happens, players
will simply have to move. The raid will have to try to dodge Rook's
 Corrupted Brew casts within the field, or else move out briefly to avoid
them.
 Corrupted Brew casts within the field, or else move out briefly to avoid
them.
When to Use Heroism/Bloodlust/Time Warp
We recommend using  Heroism/
 Heroism/ Bloodlust/
 Bloodlust/ Time Warp at the
start of the fight, mainly because there is no benefit to using it at another
time, and using it at the start allows all raid members to use their DPS
cooldowns.
 Time Warp at the
start of the fight, mainly because there is no benefit to using it at another
time, and using it at the start allows all raid members to use their DPS
cooldowns.
Summing Things Up
In this section, we will very briefly summarise what the players belonging to each of the three roles have to do during this fight.
Tanks
- Face Rook away from other raid members.
- Pick up Embodied Misery, Embodied Sorrow, and Embodied Gloom when they spawn. Kite Embodied Misery to avoid the void zones it places.
- Only for He's tank- Face away from He when he casts  Gouge. Gouge.
- Beware of the extra damage from  Instant Poison, and the void zones
from Instant Poison, and the void zones
from Noxious Poison. Noxious Poison.
 
- Face away from He when he casts 
Healers
- Beware of high damage on Rook's tank during  Vengeful Strikes. Vengeful Strikes.
- Beware of the damage from Embodied Sorrow's
 Inferno Strike. Inferno Strike.
- Beware of the damage the target of  Mark of Anguish takes. Mark of Anguish takes.
- Dispel  Shadow Word: Bane before it has a chance to tick. Shadow Word: Bane before it has a chance to tick.
- Beware of the high raid-wide damage of  Calamity and Calamity and Dark Meditation. Dark Meditation.
DPS
- DPS the appropriate target (assigned by your raid leader).
- When the Desperate Measures adds are up, DPS them with priority.
Everyone
- Avoid the shadow-crash mechanic  Corrupted Brew. Corrupted Brew.
- Move away from Rook when he casts  Corruption Kick. Corruption Kick.
- Stack together when  Inferno Strike is being cast. Inferno Strike is being cast.
- Interrupt  Corruption Shock. Corruption Shock.
- Spread out to minimise damage from  Sha Sear. Sha Sear.
Learning the Fight
This is a fight where there are many different aspects mixing together, and your raid has to master them all more or less simultaneously. That said, you should focus on the positioning of your raid members, both during Desperate Measures phases and outside of them, since proper positioning (spread out, bosses being faced away/tanked away, and so on) can make the entire fight much easier to learn.
Heroic Mode
The Heroic mode of the encounter against The Fallen Protectors is almost identical to the Normal mode, as far as mechanics are concerned.
Differences From Normal Mode
In addition to all mobs having increased health and dealing increased
damage, there are a few changes in mechanics. All of these changes have
the same purpose, namely to prevent your raid from not pushing any specific
boss into their Desperate Measures phase often enough. In a way, these are
soft enrage mechanics, but much like He's soft enrage in Normal mode
( Garrote being undispellable and having unlimited duration, but
disappearing when he enters Desperate Measures), they are reset when the
respective boss enters Desperate Measures.
 Garrote being undispellable and having unlimited duration, but
disappearing when he enters Desperate Measures), they are reset when the
respective boss enters Desperate Measures.
- The travel time of the projectiles fired by Rook's  Corrupted Brew
decreases by 0.5 seconds every two casts. This effect is reset when Rook
enters Desperate Measures. Corrupted Brew
decreases by 0.5 seconds every two casts. This effect is reset when Rook
enters Desperate Measures.
- The adds that appear during Rook's Desperate Measures now have a shared health pool.
- The  Debilitation debuff applied during He's Desperate Measures now
reduces armor by 80% for 4 minutes, up from 50% for 2 minutes in Normal
mode. Debilitation debuff applied during He's Desperate Measures now
reduces armor by 80% for 4 minutes, up from 50% for 2 minutes in Normal
mode.
- Sun's  Calamity deals 10% more of players' maximum health with each
cast. This effect is reset when Sun enters Desperate Measures. Calamity deals 10% more of players' maximum health with each
cast. This effect is reset when Sun enters Desperate Measures.
Strategy
The strategy for the fight remains unchanged from Normal mode, by and large. The Heroic mode changes simply mean that you really cannot afford to avoid pushing a boss into Desperate Measures for too long, but if you follow the suggestions we give for defeating the Normal mode, then this should never happen in the first place.
The increase in travel speed for the  Corrupted Brew projectiles may
make some of them unavoidable even if you are not delaying pushing Rook into
Desperate Measures, but this must simply be healed through. The fact that Rook's
Desperate Measures adds share health has no real implications on the
strategy.
 Corrupted Brew projectiles may
make some of them unavoidable even if you are not delaying pushing Rook into
Desperate Measures, but this must simply be healed through. The fact that Rook's
Desperate Measures adds share health has no real implications on the
strategy.
Likewise, the increased damage done by subsequent casts of  Calamity
must simply be healed through, although we also recommend using raid cooldowns
when available.
 Calamity
must simply be healed through, although we also recommend using raid cooldowns
when available.
10-man raids who are starting out their progression on this encounter will find it very beneficial to use 3 tanks, since the damage going around in the fight can be quite high.
While doing the fight following the Normal mode strategy is simple and safe,
there is one trick that you can try using if the aforementioned strategy does
not work for your raid. Namely, you may find the encounter easier to defeat if
you push Sun and He into Desperate Measures at the same time. This is because
otherwise, going through Sun's Desperate Measures (and the raid damage that
this brings) while the raid is affected by He's  Garrote is very
difficult. On the other hand, the Desperate Measures phases are not very
difficult, so stacking these two phases to avoid Garrote damage is
preferable.
 Garrote is very
difficult. On the other hand, the Desperate Measures phases are not very
difficult, so stacking these two phases to avoid Garrote damage is
preferable.
While it might be possible (particularly in 25-man) to have a tank take the
 Mark of Anguish and survive, despite the
 Mark of Anguish and survive, despite the  Debilitation debuff having
been made more powerful in Heroic mode, we do not advise this strategy.
Instead, we advise you to set up a rotation of players who will pass the
debuff between themselves until the Embodied Anguish is killed. So, whenever
Mark of Anguish is cast, the affected player should wait a few seconds, and
then pass the debuff on to the first player in the rotation (who should have
moved at maximum range from this affected player). From then on, each
subsequent player in the rotation should move at maximum range from the
preceding one, and then the debuff should be passed on. By the time the debuff
has been passed around between 3-4 players, the Embodied Anguish should be
dead.
 Debilitation debuff having
been made more powerful in Heroic mode, we do not advise this strategy.
Instead, we advise you to set up a rotation of players who will pass the
debuff between themselves until the Embodied Anguish is killed. So, whenever
Mark of Anguish is cast, the affected player should wait a few seconds, and
then pass the debuff on to the first player in the rotation (who should have
moved at maximum range from this affected player). From then on, each
subsequent player in the rotation should move at maximum range from the
preceding one, and then the debuff should be passed on. By the time the debuff
has been passed around between 3-4 players, the Embodied Anguish should be
dead.
Concluding Remarks
This concludes our raid guide for The Fallen Protectors. We hope you have found it helpful. Please do not hesitate to post any feedback you may have on our forums.
Changelog
- 24 Nov. 2013: Improved various parts of the Heroic mode strategy.
- 29 Sep. 2013: Added Heroic mode strategy. Also fixed an issue whereby we were claiming that damage done Despair Spawns and Desperation Spawns is mirrored to raid members, when instead it is mirrored to the Embodied Despair and Embodied Desperation adds.
- 15 Sep. 2013: Made more updates.- Added a link to the video guide.
- Added mention of the  Debilitation debuff that players receive when the Debilitation debuff that players receive when the Mark of Anguish is passed on to them. Mark of Anguish is passed on to them.
- Clarified that during Sun's Desperate Measures, there are two types of adds that spawns, Despair Spawns and Desperation Spawns (although they are identical in everything but name).
- Confirmed that it is possible for a tank to hold on to the  Mark of Anguish. Mark of Anguish.
 
- 13 Sep. 2013: Made updates after doing the fight on live servers: updated 10-man health values, and added 25-man health values.
- 29 Aug. 2013: Added Summarising Things Up section.
- PTR Realm Access and Guild Neighborhood Fixes for Housing Test
- Retribution Surges! Mythic+ DPS Logs, Week 11
- Players Are Annoyed by a Remix Emissary That Shouldn’t Exist Yet
- Trading Post Rotation for November 2025
- Are Void Elves and Kul Tirans About to Become Paladins in Midnight?
- New Round of Housing Testing Hits the 11.2.7 PTR Today
- Housing, Haranir, and Demon Hunters: Midnight Beta Opens Soon
- Hearthsteel Shop Currency Found in Midnight Alpha: Is WoW Going Full Housing Cash Shop?

 
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
           
  
  
  
 