Scarlet Enclave Walkthrough

Last updated Yesterday at 00:00 by Abide

Scarlet Enclave is the brand new raid being added to Season of Discovery, allowing players to improve their characters further beyond the previous limits of Naxxramas. Here players will face off against numerous challenges in an attempt to stop the Scarlet Crusade once and for all!

1.

Scarlet Enclave Loot

Scarlet Enclave offers the most powerful gear available in the game for players to obtain, surpassing even Naxxramas gear in strength! Below you can find a list of all of the loot available throughout this new raid during the Season of Discovery.

2.

Balnazzar

Balnazzar
  • Circle of Domination Icon Circle of Domination
  • Carrion Swarm Icon Carrion Swarm
  • Prey on the Weak Icon Prey on the Weak
  • Screeching Terror
    • Screeching Fear Icon Screeching Fear
    • Screeching Frenzy Icon Screeching Frenzy
  • Suppressing Darkness Icon Suppressing Darkness
  • Summon Infernal Icon Summon Infernal
2.1.

Strategy for Balnazzar

Start the fight off by dragging Balnazzar to the far purple wall; this will allow you to gain a few additional seconds of DPS while Balnazzar runs towards the center of the room during the phase two transition. Balnazzar has only a few spells that he will continually use during all three phases. Circle of Domination Icon Circle of Domination is a 10-second mind control on a random player, simply crowd control the targeted player and avoid killing them with AoE damage such as Cleave Icon Cleave. Carrion Swarm Icon Carrion Swarm will frequently debuff players, dealing damage to all nearby allies. The raid will need to spread out in groups of two, as Prey on the Weak Icon Prey on the Weak will spawn multiple Shades of Balnazzar at the location of random players and deal very high Shadow damage to players who are alone in the area. Spreading out into groups of two allow you to entirely avoid the damage dealt by Prey on the Weak Icon Prey on the Weak, while only taking some minor damage from Carrion Swarm Icon Carrion Swarm.

Screeching Terrors will periodically be summoned in throughout the entire fight. These adds must be picked up by a second tank and should be stacked together on top of Balnazzar to Cleave Icon Cleave them down. Melee DPS should prioritize the Screeching Terrors when needed, interrupting the Screeching Fear Icon Screeching Fear cast as often as possible. Once Balnazzar reaches 70% he will run into the center of the room and fly into the air, beginning phase two.

Once Balnazzar takes off into the air he will use Suppressing Darkness Icon Suppressing Darkness, silencing the entire raid. At the same time four Priests will appear around the center of the area, blessing nearby players with Light's Hope Icon Light's Hope, which prevents the Suppressing Darkness Icon Suppressing Darkness debuff. Have the raid split into three groups, with each group stacking on a different Priest to minimize the damage from Carrion Swarm Icon Carrion Swarm; it's possible for players with the Carrion Swarm Icon Carrion Swarm debuff to stand on the very outer-edge of the light provided by the Priests to avoid damaging other players, but still have the Suppressing Darkness Icon Suppressing Darkness debuff removed.

Melee DPS should continue dealing with the Screeching Terrors, with the goal of having as few adds remaining before phase three begins, while Ranged DPS entirely focus on damaging Balnazzar as he flies around the area. Tanks will need to quickly Taunt Icon Taunt the Screeching Terrors and drag them away from the Priests, as if they touch the Light's Hope Icon Light's Hope they will enter a Screeching Frenzy Icon Screeching Frenzy, greatly increasing their damage dealt. If this happens, have a Hunter use Tranquilizing Shot Icon Tranquilizing Shot quickly to remove the frenzy before the tanks take too much damage. Use all major DPS cooldowns here to end this phase as quickly as possible; once Balnazzar reaches 40% health he will land and phase three will begin.

Once Balnazzar lands he must be picked up by a tank and positioned between the three groups standing near the Priests from earlier. Suppressing Darkness Icon Suppressing Darkness will continue to silence any player not standing near a light source, requiring players to continue standing on the Priests to remove the silence. Balnazzar will use Summon Infernal Icon Summon Infernal every 20-seconds, calling down a Infernal on top one of the four Priests. The landing impact of the Infernal stuns all nearby players for 4-seconds and kills the targeted Priest, which removes the Light's Hope Icon Light's Hope light source. These players will need to relocate to one of the remaining Priests to avoid being silenced by Suppressing Darkness Icon Suppressing Darkness, and this will continue throughout the phase until all four Priests are dead.

Tanks will need to pick up the Infernals and tank them away from the raid, as they have the Infernal Presence Icon Infernal Presence buff. This deals damage to nearby players, but also acts as a light source, similar to the Light's Hope Icon Light's Hope buff provided by the Priests from before. The raid can use these Infernals as an additional light source once all the Priests have died to prevent the Suppressing Darkness Icon Suppressing Darkness silence. Damage should be heavily focused on Balnazzar this fight, ignoring the Infernals entirely and only killing low health Screeching Terrors early on. Once Balnazzar reaches 5% health he will Sleep Icon Sleep the raid and end the fight with a roleplaying event.

3.

High Commander Beatrix

High Commander Beatrix
  • Rose's Thorn Icon Rose's Thorn
  • Stock Break Icon Stock Break
  • Unwavering Blade Icon Unwavering Blade
3.1.

Strategy for High Commander Beatrix

After defeating Balnazzar, players will become imprisoned and need to break free and deal with the Scarlet Captains before engaging High Commander Beatrix herself. These 6 captains can be seen on the image below:

Beatrix Captains

Before engaging with these captains, players should speak with Fydriel to find out which of the two captains are empowered for the week, meaning they are always active during the fight with Beatrix. From here, the raid will have the option to engage the captains in whichever order is desired. The order the captains are killed matters, as the first two non-empowered captains that die will remain dead and will not help Beatrix during the fight. The remaining non-empowered captains will flee, leaving you with a total of 2 dead captains, and 4 captains (2 that fled and 2 that are empowered) to aid Beatrix in her fight. Our recommended order for captains to kill can be found below:

  1. Cardinal Stiltz — (Confession Icon Confession)
  2. Knight-Captain Fratley — (Thundering Hooves Icon Thundering Hooves)
  3. Shield Warden Stein — (Scarlet Phalanx Icon Scarlet Phalanx)
  4. Cannon Mistress Lind — (Explosive Shell Icon Explosive Shell)

Once the 6 captains have been dealt with in the desired order, High Commander Beatrix will appear at the indicated area in the picture above. Upon reaching the area, a roleplay event will take place where the 4 captains that remained alive (the 2 empowered and 2 that fled), will surround the raid in a square with 4 armies, attacking the players before a short while before Beatrix herself appears. Depending on which captains are alive, the raid will have to contend with the following abilities:

Captain Spell Description
Arcanist Hilda - Calls down a giant meteor at an indicated location. The entire raid must stack together for this to evenly split the damage.
Bowmaster Puck - Deals minor damage-over-time to the entire raid.
Cannon Mistress Lind Explosive Shell Icon Explosive Shell Summons multiple large red explosive swirls on the ground that must be avoided.
Cardinal Stiltz Confession Icon Confession Slows the movement speed of all players down drastically over 5-seconds, after which all players will deal damage around them, increased by how close other players are.
Knight-Captain Fratley Thundering Hooves Icon Thundering Hooves Summons fast moving lines of cavalry to charge the players, knock-back and deal 25% health to any players hit. These move very fast, but have large gaps for players to safely move through.
Shield Warden Stein Scarlet Phalanx Icon Scarlet Phalanx Summons long lines of slowly moving infantry that knock-back and deal 25% health to any players hit. These lines of infantry have small gaps throughout them for the raid to move through and avoid being damaged.

The 4 active captains will continue to use these "Captains Calls" throughout the entire fight, forcing the raid to deal with multiple mechanics at a time. In addition, they will frequently send in adds to attack the raid, depending on the specific captain. Focus these adds down quickly, making sure to interrupt and kill all Mage and Priest adds that appear as these are the most deadly if allowed to free cast. After 2 Captains Calls, High Commander Beatrix herself will appear and engage in combat.

The Captains Calls will continue while Beatrix is active, further adding to the chaos of the encounter. Tanks will need to be on the lookout for Unwavering Blade Icon Unwavering Blade and be ready for a taunt swap whenever it goes out. Beatrix will also target 3 random players with Stock Break Icon Stock Break, dropping them to 1% health, stunning them for 5 seconds, and making them briefly immune to damage; healers must be quick to use this brief immunity period to heal these players up as they will quickly die to all of the AoE damage if left at low health. Random players will also be targeted with Rose's Thorn Icon Rose's Thorn, a bleed that only goes away once the targeted player is fully healed.

The main difficulty of this encounter comes from dealing with the Captains Calls while Beatrix herself is active. Be sure to save all major cooldowns for Beatrix herself and wait for a Captains Call that requires very little or no movement to use them and burn her down before her very short enrage timer.

4.

Solistrasza

Solistrasza
  • Lightforge Icon Lightforge
  • Tarnished Breath Icon Tarnished Breath
  • Cremation Icon Cremation
  • Crimson Flare Icon Crimson Flare
  • Radiant Light Icon Radiant Light
  • Hallowed Dive Icon Hallowed Dive
  • Lightgorged Whelp
    • Unstable Detonation Icon Unstable Detonation
  • Blistering Vent Icon Blistering Vent
4.1.

Strategy for Solistrasza

Solistrasza is a single phase fight that repeats itself three times, with the boss restoring her health to full the first two times Solistrasza would otherwise die, requiring you to kill her three times to complete this encounter. Start off by having the tank drag the boss towards the wall and face her away from the raid. Tanks will need to perform a taunt swap every two stacks of Tarnished Breath Icon Tarnished Breath as this deals 10% of the debuffed players maximum health per stack, absolutely melting your tanks if it is allowed to stack more. Have the raid quickly move behind Solistrasza while avoiding her front and maintaining a loose spread.

Radiant Light Icon Radiant Light will fall down from the raid in random locations constantly throughout the encounter, indicated by a quickly moving beam of "Holy Light"; simply avoid being in the indicated areas where these light beams will land to avoid the damage. Cremation Icon Cremation will target three random DPS players and send yellow orbs towards them, creating a small patch of fire on the ground when it reaches the targeted player. Have the raid loosely spread out and targeted players quickly move towards the walls and away from other players; the fire created by Cremation Icon Cremation will despawn after a short timer.

Every 40-seconds Solistrasza will fly into the air, knocking back all nearby players, and mark an area with large, yellow swirls; She will then slam down in the ground with Hallowed Dive Icon Hallowed Dive, dealing damage and stunning remaining anyone in the targeted area. Run away from this area and be ready with a personal defensive cooldown if you catch yourself unable to run away in time. After landing, three Lightgorged Whelps will spawn and must be grabbed by a tank. Upon death each Lightgorged Whelp will cast Unstable Detonation Icon Unstable Detonation, dealing 1,000 Holy damage to the entire raid; single target one of the three whelps down, leaving two alive. After 30-seconds the whelps will automatically die and deal their AoE damage, be ready with a raid-wide defensive cooldown here to keep everyone healthy.

Every 30-seconds Solistrasza will target a random player with Crimson Flare Icon Crimson Flare, marking them with a large yellow circle for 5-seconds. After 5-seconds Solistrasza will breath deadly fire wherever the targeted player was, leaving a pool of lava on the ground for the fight. Whoever is targeted by Crimson Flare Icon Crimson Flare must quickly move towards the wall and place the fire away from the raid, taking up as little space in the room as possible. While Solistrasza is breathing fire at this targeted area the raid will take damage from Blistering Vent Icon Blistering Vent, possibly requiring some healer cooldowns to help keep the raid alive while the debuff is active.

The first two times that Solistrasza reaches low health She will heal to full with Lightforge Icon Lightforge, knocking back all players and dealing some damage. Repeat the mechanics until you manage to kill her for a third time and you can finally claim her loot.

5.

Alexei the Beastlord

Alexei the Beastlord
  • Alexei the Beastlord
    • Enkindle Icon Enkindle
    • Entangling Shot Icon Entangling Shot
    • Rending Slash Icon Rending Slash
      • Open Wound Icon Open Wound
    • Fiery Eruption Icon Fiery Eruption
  • Sir Dornel
    • Enervate Icon Enervate
    • Wild Aperture Icon Wild Aperture
    • Stomp Icon Stomp
5.1.

Strategy for Alexei the Beastlord

Players will face off against both Alexei the Beastlord and his loyal pet bear Sir Dornel at the same time. Both bosses share the same health pool, allowing you to deal damage to whichever one you are able to attack. Start off by having the raid split into two groups, with an even split of tanks, healers, and DPS in each group; the groups need to be split to deal with both Enervate Icon Enervate and Enkindle Icon Enkindle, which work in a similar way to the marks from the Four Horseman encounter in Naxxramas.

Alexei the Beastlord will use Enkindle Icon Enkindle every 16-seconds on the 5 nearest players, dealing direct Fire damage, increasing Fire damage taken (per stack), and applies a Fire damage-over-time debuff (this stacks as well). Sir Dornel will use a similar spell Enervate Icon Enervate, which is the exact same spell as Alexei the Beastlords Enkindle Icon Enkindle, but deals Nature damage rather than Fire damage. These marks must be managed by having your tanks keep the bosses split apart, one at each of the two groups that the raid split into earlier. After two marks, 32-seconds total, have your tanks drag the bosses towards each other with the goal of meeting in the middle of the two groups. Here, the tanks will taunt the opposite boss off of the other tank before the tanks return to their original positions with the new boss. This will ensure that both Enervate Icon Enervate and Enkindle Icon Enkindle have the proper amount of time to fall off before additional stacks are applied.

While Enkindle Icon Enkindle and Enervate Icon Enervate are the main abilities of the encounter, both Alexei the Beastlord and Sir Dornel have a few abilities of their own. Sir Dornel will use Stomp Icon Stomp every 30-seconds, stunning all nearby players and dealing minor damage; try to avoid this if possible and make sure Sir Dornel is never positioned on-top of the ranged DPS and healers. The Bear will also use Wild Aperture Icon Wild Aperture, creating numerous bolas of blue energy spread in a cone in front of him. These will activate and then explode after a few seconds, killing any players nearby; be on the lookout for the indicators that appear as blue balls, as this will show you the lethal areas you must avoid.

Alexei the Beastlord himself has a frontal cleave with Rending Slash Icon Rending Slash, which applies a stacking bleed (Open Wound Icon Open Wound), to anyone hit; keep Him faced away from the raid at all times. Alexei will shoot an Entangling Shot Icon Entangling Shot at a random area, showing a large green circle in the targeted location. After 5 seconds anyone still inside the green circle will be rooted temporarily; be ready to move away from these whenever they appear as movement is crucial for this encounter, and being rooted can easily lead to your death. Alexei the Beastlord will also drop numerous immolation traps around himself, which will explode in a Fiery Eruption Icon Fiery Eruption if activated, applying a Fire damage-over-time debuff to the player who stepped on the trap and creates a devastating patch of fire on the ground.

This fight focuses mostly on personal responsibility, as players will need to constantly be watching their feet to avoid the numerous AoE spells (Entangling Shot Icon Entangling Shot, Wild Aperture Icon Wild Aperture, Fiery Eruption Icon Fiery Eruption, etc.) Play safe and you can slowly whittle down their shared health pools as your tanks continue to perform their tank swaps.

6.

Mason the Echo

Mason the Echo
  • Mortal Wound Icon Mortal Wound
  • Blade Dance Icon Blade Dance
  • Oil Spill Icon Oil Spill
    • Burning Oil Icon Burning Oil
  • Drowning Shallows Icon Drowning Shallows
  • Tidal Force Icon Tidal Force
    • Tidal Force Icon Tidal Force
6.1.

Strategy for Mason the Echo

Have your raid loosely spread out behind the boss. Tanks will need to be ready to tank swap each time a new Mortal Wound Icon Mortal Wound is applied to the current tank, while the raid will need to decurse any Drowning Shallows Icon Drowning Shallows debuffs that go out. Frequently throughout the fight, Mason the Echo will use Blade Dance Icon Blade Dance, charging around the room in random directions and leaving a Oil Spill Icon Oil Spill behind in his wake. Players hit by Blade Dance Icon Blade Dance will take a bit of damage (be spread beforehand), and players inside the oil will have their movement speed slowed.

Mason the Echo will order his ships to fire on the raid, blasted targeted areas with cannon fire. If this cannon fire hits one of the Oil Spill Icon Oil Spills, the oil will turn into Burning Oil Icon Burning Oil, dealing high Fire damage to players in the area. Be on the lookout for the red indicators for the cannon fire, and avoid being near the patches of oil as often as you can.

The main mechanic to deal with occurs every 25% health, where Mason the Echo will use Tidal Force Icon Tidal Force and become immune to damage. While immune to damage, He will also gain a stacking buff (Tidal Force Icon Tidal Force), increasing his damage dealt and attack speed by 5% per stack. To stop the Tidal Force Icon Tidal Force channel and break the damage immunity, players will need to grab a cannonball from the pile on the pier before boarding both nearby ships by hoping in the nearby cannon. From here, the player with the cannon ball can use the cannon on the ship to shoot Mason the Echo, and once he has been shot once by both ships Tidal Force Icon Tidal Force will stop and he can be damaged once more.

Have two designated player assigned to grab a cannonball and jump on both ships to shoot Mason the Echo whenever he becomes immune to damage. These players should leave 2-3% early, allowing them to instantly shoot Mason and continue the fight. Both tanks will need to be ready to pick up the numerous Eastsea Scallywags that spawn in during this part of the encounter. They deal very high damage if left alive for long, so quickly kill them before returning your focus to Mason the Echo himself. You will need to repeat this process again at 50%, and 25% before finally finishing the boss off.

7.

Reborn Council

Reborn Council
  • Doan
    • Reborn Inspiration Icon Reborn Inspiration
    • Fireball Icon Fireball
    • Imbued Assault Icon Imbued Assault
    • Slow Icon Slow
    • Blast Wave Icon Blast Wave
    • Molten Basin Icon Molten Basin
  • Herod
    • Reborn Inspiration Icon Reborn Inspiration
    • Blades of Light Icon Blades of Light
    • Divine Avatar Icon Divine Avatar
    • Radiant Divide Icon Radiant Divide
    • Divine Strike Icon Divine Strike
  • Vishas
    • Reborn Inspiration Icon Reborn Inspiration
    • Peeled Secrets Icon Peeled Secrets
    • Rend Flesh Icon Rend Flesh
    • Garrote Icon Garrote
    • Veil of Darkness Icon Veil of Darkness
7.1.

Strategy for Reborn Council

Players will face off against the Reborn Council of past Scarlet Crusade bosses, previously found in the dungeons; Doan, Herod, and Vishas make a return as the 6th boss in Scarlet Enclave. Unlike Alexei the Beastlord, these bosses do not have a shared health pool, but instead have unique abilities tied to their deaths. Each boss also has their own unique buff that they grant other bosses near them, requiring you to keep all three bosses spread out for the entire fight.

Have two tanks grab both Vishas and Herod, while Doan does not need a tank as he will attack random players. Melee DPS should focus on Vishas while Ranged DPS primarily focus on Doan; your goal is to kill Doan as quickly as possible to simplify the encounter.

Doan will teleport around the room randomly, using Blast Wave Icon Blast Wave on nearby players, and buffing any of the other nearby bosses with Reborn Inspiration Icon Reborn Inspiration. Doan will also attack random targets with Fireball Icon Fireball and applies debuffs to random targets, either Slow Icon Slow or Imbued Assault Icon Imbued Assault, which must be quickly dispelled. Doans special ability is Molten Basin Icon Molten Basin, where he will fill the bottom level of the room with lava and summon a Fire tornado on the nearby stairs. Avoid tanking any of the bosses in the bottom of the room, and kite the tornado around the stairs to avoid the damage. Ranged DPS should focus hard on getting Doan down quickly, as his teleporting will require the tanks to reposition the other two bosses constantly. When Doan dies, Molten Basin Icon Molten Basin will continue to be cast for the rest of the encounter.

Herod needs to be quickly picked up and dragged away from the raid as he will periodically use Blades of Light Icon Blades of Light, spinning in a deadly whirlwind, dealing very high damage to all nearby players. Have your tank use defensive cooldowns during this and keep the boss in place and stop him from moving around while he is spinning. Herod must also be faced away from other players at all times as he will often use Radiant Divide Icon Radiant Divide, a frontal cleave that reduces all healing received by 50%. He will also occasionally buff himself with Divine Avatar Icon Divine Avatar, increasing his damage dealt by 50% for 15-seconds. Divine Strike Icon Divine Strike will rain bolts of Holy energy down on random areas of the room, dealing moderate Holy damage to any player in the indicated area. When Herod dies, Divine Strike Icon Divine Strike will continue to be cast for the rest of the encounter.

Vishas needs to be tanked by himself and should be primarily focused on by the melee DPS. He will frequently try to cast Peeled Secrets Icon Peeled Secrets which must be interrupted or it will likely lead to a raid-wipe. Assign a few interrupters to always attack Vishas and be sure this never goes off. Vishas will also occasionally vanish and use Garrote Icon Garrote on a random target, requiring them to be healed above 90% health to remove the bleed. When Vishas dies, Veil of Darkness Icon Veil of Darkness will be continually cast on the raid, requiring constant movement to avoid the indicated attack markers.

With all three bosses in mind, the strategy is to keep all of the bosses separate at all times, as if they are near each other they will give each other their respective buffs (Reborn Inspiration Icon Reborn Inspiration, Reborn Inspiration Icon Reborn Inspiration, and Reborn Inspiration Icon Reborn Inspiration). Doan will constantly be teleporting around the room, requiring your tanks to frequently reposition the other bosses around Doans new position. Be on the lookout for the Fire tornado whenever Molten Basin Icon Molten Basin goes off and the room begins to fill with lava, and interrupt every cast of Peeled Secrets Icon Peeled Secrets on Vishas. Once Doan is dead, have ranged DPS focus on Herod, and have melee DPS swap to Herod as needed, attempting to have both Herod and Vishas die around the same time.

8.

Lillian Voss

Lillian Voss
  • Debilitating Strike Icon Debilitating Strike
  • Ambition Icon Ambition
    • Ambitious Pursuit Icon Ambitious Pursuit
  • Ignite Icon Ignite
  • Unstable Concoction Icon Unstable Concoction
  • Scarlet Grasp Icon Scarlet Grasp
  • Noxious Poison Icon Noxious Poison
  • Intoxicating Venom Icon Intoxicating Venom
8.1.

Strategy for Lillian Voss

Lillian Voss will face players in her human form, while being aided by Putress, who is patrolling around the room. Lillian Voss herself has Ambition Icon Ambition, granting stacks of Ambitious Pursuit Icon Ambitious Pursuit based on how much health the raid is missing; this can cause one mistake to quickly lead to deaths as the stacks quickly add up. Tanks will need to deal with Debilitating Strike Icon Debilitating Strike, a 40,000 heal absorption debuff that requires a tank swap and for healers to remove the Debilitating Strike Icon Debilitating Strike from the previous tank as quickly as possible, by healing them for 40,000.

Putress will target 3 players with Unstable Concoction Icon Unstable Concoction, placing a large marker around them; at the same time, Lillian Voss will use Scarlet Grasp Icon Scarlet Grasp, pulling all players on top of her after a short cast. The players targeted by Unstable Concoction Icon Unstable Concoction will then need to quickly spread out and avoid damaging the raid before the debuff expires.

The raid will need to be spread out to avoid the occasional Ignite Icon Ignite, a massive Fire damage-over-time that also deals damage to nearby allies. Be ready with raid-wide defensive cooldowns for this as needed as the DoT deals very high damage. Putress will debuff random players with Intoxicating Venom Icon Intoxicating Venom, requiring them to constantly move to avoid being stunned, or Noxious Poison Icon Noxious Poison, dealing damage-over-time for 8-seconds and leaving a large pool of poison behind whenever the debuff is dispelled or expires.

9.

Grand Crusader Caldoran

Grand Crusader Caldoran
  • Execution Sentence Icon Execution Sentence
  • Blinding Flare Icon Blinding Flare
  • Blade of Malice Icon Blade of Malice
  • Wake of Ashes Icon Wake of Ashes
  • Quietus Icon Quietus
  • Divine Conflagration Icon Divine Conflagration
  • Judge Unworthy Icon Judge Unworthy
9.1.

Strategy for Grand Crusader Caldoran

Grand Crusader Caldoran is a two phase fight, where the raid will face off against the greatest challenge yet in the Scarlet Enclave. Grand Crusader Caldoran is a "tank-buster" fight, having numerous abilities that deal damage based on his targets maximum health (Execution Sentence Icon Execution Sentence, Blade of Malice Icon Blade of Malice, Wake of Ashes Icon Wake of Ashes, Quietus Icon Quietus). In addition, his melee attacks deal Holy damage rather than Physical damage; as Holy damage can not be resisted, and percentage health damage can not be reduced by defensive cooldowns, the raid must heavily rely on absorbs to keep their tanks alive. Have the raid stack up behind the boss, with healers using the nearby pillars to line-of-sight adds that will come in the future.

Grand Crusader Caldoran will frequently cast Blinding Flare Icon Blinding Flare throughout the fight, blinding any players facing him at the end of the cast. Turn away from the boss before this goes out to avoid the blind, with healers being able to stay faced away from the boss at all times. He will summon three types of adds constantly throughout the encounter: Scarlet Martyrs, Scarlet Magus, and Scarlet Ravagers. Have a free tank grab these adds and focus down the Scarlet Martyrs and Scarlet Magus first, interrupting times any spells they attempt to cast. Grand Crusader Caldoran will frequently ressurect all of the dead adds in his room.

Grand Crusader Caldoran will target a random player with Divine Conflagration Icon Divine Conflagration, marking them with a giant circle. After 5-seconds a large patch of fire will spawn at the targeted players location, dealing very high damage to players in the area. Adds that die in this fire are unable to be ressurected during this encounter, preventing you from becoming overwhelmed by the quickly spawning adds. Be sure to place the Divine Conflagration Icon Divine Conflagration in a position near the tanks, so low health adds can be sure to die inside the fire and prevent them from ressing. The raid will need to balance dealing with adds, interrupting spells with stuns, and keeping the tanks alive during this chaotic first phase until Grand Crusader Caldoran reaches 55% health.

At 55% HP, Grand Crusader Caldoran will summon The Ashbringer, which has its own health bar and deals raid-wide damage with Wrath of the Crusade Icon Wrath of the Crusade every second until it reaches 40% health. Once The Ashbringer reaches 40% health, Grand Crusader Caldoran will grab it, root all players for 5-seconds, and begin to cast Dying Light Icon Dying Light. Players will have 15 seconds after the root ends to reach the room behind the altar; here a mage will provide players inside her circle with protection from Dying Light Icon Dying Light. After the Dying Light Icon Dying Light cast completes, the raid will need to run back into the main room and take the portal on the other side of the room to follow Grand Crusader Caldoran, all while dodging falling debris.

Upon taking the portal, players will find Grand Crusader Caldoran on a hillside, overlooking the town he just set ablaze. He will continue using Execution Sentence Icon Execution Sentence, Blinding Flare Icon Blinding Flare, Blade of Malice Icon Blade of Malice, and Wake of Ashes Icon Wake of Ashes in this phase, with a new ability Quietus Icon Quietus adding a 4th ability that is damaging your tank. In this phase Caldoran will build up energy (he starts with 100 energy), and upon reaching 100 energy he will cast Cessation Icon Cessation, summoning Scarlet Hollows to aid him. These adds must be picked up by a tank and dragged away from the raid as they will leave a void zone upon death. Quickly deal with the adds to free your second tank up to perform any taunt swaps as needed, as the tanks can very easily die to Grand Crusader Caldoran during this phase.

Once Grand Crusader Caldoran reaches 5% health, he will summon The Ashbringer again and begin using the abilities of previous bosses in the raid, such as Stock Break Icon Stock Break. Be ready to dodge any of the previous abilities you might see, as certain ones can wreck havoc (Blades of Light Icon Blades of Light on the melee for example). Bring The Ashbringer down, and Grand Crusader Caldoran will be attackable again, allowing you to finish him off and bring an end to the corrupted Scarlet Crusade.

10.

Changelog

  • 01 May 2025: Page added.
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