Lady Jaina Proudmoore Strategy Guide in Battle of Dazar'alor Raid
Welcome to our guide for Lady Jaina Proudmoore, a Horde-only encounter in the Battle of Dazar'alor raid. Here, you will first find a quick breakdown by role following by a detailed strategy to defeat Lady Jaina Proudmoore.
1. Fight Overview
The fight against Jaina is a 3-phase encounter that requires management of area denial, debuffs, and priority burst windows. It is the final boss in the Battle of Dazar'alor raid instance.
- Clear poorly positioned patches of Searing Pitch with Avalanche or Freezing Blast.
- Taunt swap in order to drop stacks of Ice Shard, if necessary.
- During Phase One, be sure to tank the boss near the ballista, but avoid being directly on one. The off tank should be prepared to use ballistas on the Kul Tiran Corsair ship.
- During Phase Two, tank the boss away from the center of the room, but within range of the next Unexploded Ordnances you intend to kill.
- During Phase Three, be sure to face the boss away from the raid and towards a wall for Crystalline Dust.
- Also during Phase Three, try to move the boss around the edges of the boat in order to preserve as much space as possible.
- Ring of Ice will cause players to become rooted and take heavy damage over time.
- Be sure to dispel players affected by Grasp of Frost and Hand of Frost as quickly as possible.
- Players targeted by Siegebreaker Blast will take heavy damage when it detonates.
- Help deal damage during the Flash Freeze Intermission and Phase Three, if possible.
- Kill Ice Blocks to free players who become Frozen Solid.
- During Phase One, focus damage on the Kul Tiran Marines.
- During Phase Two, kill one Unexploded Ordnance at a time to benefit from Warmth.
- During Phase Three, quickly kill Prismatic Images.
- Save DPS cooldowns for the end of Phase Two in order to swiftly kill the Ice Wall.
- During Phase One
- Clear stacks of Chilling Touch by stepping in patches of Searing Pitch.
- Stand outside the Ring of Ice when it detonates.
- Clear poorly positioned patches of Searing Pitch with Avalanche.
- Stand in Searing Pitch if possible as Ring of Ice detonates, to immediately remove the root.
- Throw munition barrels off of the ship before they detonate.
- During Phase Two, stand near Burning Barrels in order to clear stacks of Chilling Touch, but be sure to move away before the barrel explodes.
- During Phase One, ranged should be spread between the boss and the back of the boat.
- During Phase Two, the raid should stay close to the boss if possible, moving towards burning barrels for Warmth when able to.
- During Phase Three, the raid should begin on an Ordnance on the far side of the room, and end on the Ordnance near the entrance, as that is where Ice Wall will spawn.
- During Phase Three, the tank should face the boss towards a wall away from the raid, and the raid should loosely stack beside the boss.
2.6. Bloodlust/Heroism/Time Warp
Due to the length of this fight, we advise you to use Bloodlust/ Heroism/ Time Warp on pull, and then again during the Flash Freeze Intermission to kill the Ice Wall in time, or during Phase Three if you do not need it on the Ice Wall.
3.1. Chilling Touch
Being affected by any of Jaina's Frost spells reduces movement speed by 3% and inflicts minor Frost damage every 1 second, through an effect called Chilling Touch. This effect is present throughout the entire fight, and it stacks. If this reaches 20 stacks and the player's health drops below 80%, the player will become Frozen Solid, leaving them stunned for 30 seconds or until the Ice Block in which he is frozen is killed by other players. Frozen players suffer increased Frost damage every second. The duration of Chilling Touch is unlimited, but can be removed by burning barrels and Searing Pitch (explained below).
3.2. Phase One: Burning Seas
During phase one, players will engage Jaina on her ship. Phase One ends when Jaina reaches 60% health.
3.2.1. Kul Tiran Corsair
During Phase One, after 15 seconds and every 60 seconds after that, another boat (a Kul Tiran Corsair) will approach from either the left (port) or the right (starboard) side of the ship. The enemy boat will summon two Kul Tiran Marines (described below) and will Bombard your ship, leaving behind patches of Searing Pitch. In order to stop the Kul Tiran Corsairs you must use the ballista on the correct side of your ship to fire at their ship.
Each Kul Tiran Marine will fixate a random player and Set Charge, placing a munitions barrel on the ground. Munitions barrels will explode after 40 seconds, inflicting heavy damage to all players unless it is thrown off the ship. If a munitions barrel explodes it will also leave a patch of Searing Pitch behind.
3.2.2. Searing Pitch
Patches of Searing Pitch will form in locations struck by Bombard, or where a munitions barrel has exploded. Players can stand in Searing Pitch to remove Chilling Touch, but players also take Fire damage while in the Searing Pitch.
3.2.3. Ice Shard
Jaina fires an Ice Shard at her target, inflicting moderate Physical damage and increasing the damage of consecutive Ice Shards by 5% for 10 seconds. Ice Shard will always target the active tank; it has a 1-second cast time and can be interrupted.
Jaina hurls ice at the target's location every 1 second for 5 seconds, inflicting moderate Frost damage if struck. Avalanche can be dodged by continuing to move throughout the duration. Avalanche will always target the active tank, and 2 additional members of the raid at random. Players can use Avalanche to remove patches of Searing Pitch.
3.2.5. Time Warp
Jaina casts Time Warp when she reaches 70% health, increasing her Haste by 30% for 40 seconds.
3.2.6. Grasp of Frost
Approximately every 20 seconds, Jaina will cast Grasp of Frost on a random player, inflicting moderate damage, rooting the player, and applying a stack of Chilling Touch every 2 seconds. This ability favors melee players and can be dispelled.
3.2.7. Ring of Ice
Every 60 seconds, Jaina will cast Ring of Ice, creating a large circle, extending 30 yards in all directions. Players within the circle when the cast finishes will take heavy damage and become Frozen Solid. Players outside of the circle when the cast finishes will take minor damage and become rooted in place. Additionally, the root can be dispelled, and will deal damage over time while it lasts.
3.2.8. Ice Block (Undocumented)
It appears that when the raid uses Bloodlust/ Heroism/ Time Warp, Jaina will enter an Ice Block, rendering her invulnerable for 20 seconds. During Ice Block she also will not use any of her abilities.
3.3. First Intermission: Howling Winds
When reaching 60% health, Jaina blinks away and conjures a powerful storm, restricting the vision of all raid members. Additionally, she continually assaults players with large Glacial Shards. Players must navigate their way to Jaina's new position with limited visibility.
The phase ends when players reach Jaina and interrupt her Howling Winds cast.
3.3.1. Glacial Shards
3.3.2. Blistering Tornado
Tornados litter the path to Jaina's new position, and coming into contact with a Blistering Tornado inflicts heavy Frost damage and knocks players away from the tornado.
3.4. Phase Two: Frozen Wrath
Phase Two lasts until Jaina reaches 30% health.
Throughout Phase Two, players will periodically gain a stack of Chilling Touch. Additionally, Jaina's frost spells leave pools of Arctic Ground, which increases the rate of Chilling Touch applications to players standing in them.
Every 30 seconds, Jaina marks 3 players with Broadside, dealing minor Arcane damage every 1 second for 10 seconds. When Broadside expires, cannons will fire on the players' positions. If struck by the cannon, players will take heavy damage.
3.4.2. Siegebreaker Blast
Approximately every 60 seconds, Jaina marks 1 player with Siegebreaker Blast. After 8 seconds, a powerful Arcane salvo is launched towards the player dealing heavy Arcane damage to all players in its path and knocking them back. The salvo will land 3 seconds after locking on, and the damage is reduced the further players are from the detonation.
3.4.3. Unexploded Ordnance
There are 3 undetonated munitions barrels in the Phase Two arena that can be used to your advantage, as explained below.
Upon reaching 1 health, unexploded ordinances will become burning barrels, which create Warmth (which removes Chilling Touch from players within 20 yards and prevents further applications) and cannot be killed by players. After 15 seconds the barrel explodes, inflicting heavy damage and knocking back all players within 20 yards.
Avalanche is slightly changed from Phase One. In addition to targeting the tank as before, with each Avalanche cast 3 claws of Frost fire outward, inflicting moderate Frost damage and rooting players struck by this. The root applies 1 stack of Chilling Touch every 1 second, and can be dispelled (the claws are technically Hand of Frost).
3.4.5. Glacial Ray
Approximately every 60 seconds, Jaina calls down a large comet in a random location dealing massive damage to players struck. Additionally, the comet fires two additionally comets in a straight line dealing moderate Frost damage to players in the way. The smaller comets also apply Arctic Ground.
3.5. Second Intermission: Flash Freeze
Upon reach 30% health, Jaina teleports to the center of the arena and channels Flash Freeze. We are currently unsure if she only channels this for 60 seconds after which the Phase ends, or if the end of the phase is linked to the death of Jaina's Tide Elemental (discussed below), but we will update the guide as we know more.
3.5.1. Flash Freeze
3.5.2. Ice Wall
At the start of this phase, Jaina creates an Ice Wall that blocks the exit from the fighting area. Destroying this Ice Wall (which has a very large amount of health) allows the raid to escape the radius of Flash Freeze.
3.5.3. Arcane Barrage
Arcane Barrage bombards the fighting area throughout this phase, inflicting heavy Arcane damage and knocking back nearby players.
3.5.4. Jaina's Tide Elemental
Upon killing the Ice Wall, you will be met with an add called Jaina's Tide Elemental. This elemental has a few different abilities.
Heart of Frost is a debuff that the elemental places on random raid members, causing them to burst, dealing minor Frost damage to all nearby allies.
Water Bolt Volley deals moderate Frost damage to all players, and this can be interrupted.
Finally, the Tide Elemental will cast Frost Nova when it reaches 100 Energy. This damages and roots all players in a 12-yard radius.
3.6. Phase Three: Daughter of the Sea
Please note that prior to the live release of the raid, there is very little information about this stage of the fight, so this section could change drastically once we experience the fight on live servers.
During this phase, players will continue periodically gaining stacks of Chilling Touch, and Jaina's frost spells will still apply Arctic Ground. Additionally, Jaina will continue casting some of her previous abilities ( Broadside, Siegebreaker Blast, Ice Shard, Glacial Ray, and Icefall.
In addition to this, Jaina uses 4 new abilities.
3.6.1. Orb of Frost
A large orb fixates on a player; other players coming into contact with the orb will take moderate Frost damage and reduce the power of the orb. Upon reaching its target or running out of power, the orb will detonate, dealing moderate raid-wide Frost damage and applying Chilling Touch stacks based the Orb of Frost's remaining power level.
3.6.2. Crystalline Dust
Crystalline Dust is a frontal cone attack dealing heavy Frost damage.
3.6.3. Shattering Lance
If a player becomes Frozen Solid, a lance forms near Jaina. After a few seconds, the lance fires in a line towards the frozen target, inflicting moderate Frost damage to all players struck. Frozen targets take triple damage.
3.6.4. Prismatic Image
Prismatic Image creates an add that does not need to be tanked and that, while alive, will mimic Jaina's Icefall, Glacial Ray, and Shattering Lance spells, effectively doubling the amount of these casts while the add is alive.
4.1. Phase One
If you use Bloodlust/ Heroism/ Time Warp on the pull, Jaina will Ice Block and the raid will focus down the Kul Tiran Marines instead. After her Ice Block, the tanks should move Jaina towards the ballistas for ease of access to fire at the Kul Tiran Corsairs.
If Searing Pitch reaches a ballista, it will catch fire and no longer work, and you must clear the Searing Pitch in order for it to regain functionality. The off-tank should focus on using the ballistas on Kul Tiran Corsair boats. Ranged DPS should try to spread between the boss and the back of the boat (the location the boss spawned at). When a munitions barrel is placed, the ranged should generally be the closest to it and they are the ideal players to throw them overboard.
When Ring of Ice is used, this is a good time for melee to clear their stacks of Chilling Touch, and ranged need to make sure they do not destroy all the patches near the back of the boat. The raid will want to dip into a patch of Searing Pitch as Ring of Ice detonates to dispel the roots.
In addition to the mechanics, all players should be attempting to interrupt Ice Shard liberally. Under ideal circumstances only one tank will be necessary for tanking the boss, while the other can focus on handling mechanics such as ballistas, munition barrels, and clearing Searing Pitch if they are able to.
If tanks are struggling to survive during Jaina's Time Warp, you can consider using Bloodlust/ Heroism/ Time Warp here to force her to Ice Block and lose most of her buff. However, by doing this, you may not have it back in time for the Ice Wall in the Second Intermission Phase.
4.2. Phase Two
The primary objective of Phase Two is to make the most out of the space you have and of the three Unexploded Ordnances on the platform. The three Unexploded Ordnances will spawn in designated locations. At the end of Phase Two, you will want to be near the area you entered the Phase Two play area from, as that is the location the Ice Wall will spawn in the intermission. In order to do this, follow the image below.
You will enter the area on green, run past the ordnance directly in front of you to the listed "Ordnance 1" (this will also be the closest ordnance to Jaina). After using this ordnance to drop your stacks of Chilling Touch, move to Ordnance 2, then to Ordnance 3. Ideally you finish the phase around Ordnance 3 and can immediately begin damaging the Ice Wall that will spawn at the entrance.
While doing this, the raid should be attempting to leave as much of the play area as clear as possible. The active tank will still be getting Avalanche, which will now leave Arctic Ground. Tanking Jaina near the wall allows the tank to drop Avalanche along the wall to prevent other raid members from being disrupted by it.
4.3. Second Intermission
When the Ice Wall is down, move through the gap and break the NPC found there out of his Ice Block. After this, deal with Jaina's Tide Elemental, making sure to dodge Arcane Barrage, to interrupt the Elemental's Water Bolt Volley casts, and to spread out for its Heart of Frost. When the Elemental reaches 100 Energy, all the players except for its tank should move more than 12 yards away from it.
4.4. Phase Three
*Disclaimer* No one has actually seen this phase yet so this advice is an estimate based on Dungeon Journal and testing of previous phases. This section will likely change during the first week of Battle of Dazar'alor, as we defeat Jaina on Heroic difficulty.
During Phase Three, you will quickly begin to run out of space due to Arctic Ground. If you are able to kill the Ice Wall without using Bloodlust/ Heroism/ Time Warp, you would want to use it during this phase. Your positioning should generally be as the graphic below indicates.
The active tank should always be facing Jaina away from the raid and towards a wall, to minimize the damage from Crystalline Dust. The raid should attempt to loosely stack beside Jaina while also being near the wall. Players near 20 stacks of Chilling Touch should get as close to the boss as safely possible to allow other players to quickly cleave them when they become Frozen Solid and to reduce potential damage taken from Shattering Lance.
Players that are fixated by Orb of Frost should run behind the raid to allow the group to soak without causing more Arctic Ground than necessary. When the ground is no longer suitable, the raid should attempt to move along the wall. Your exact movement will vary based on Glacial Ray and Icefall locations. Additionally, you will want to kill Prismatic Images as quickly as possible.
4.5. Tank Concerns
Tank concerns on this boss are primarily going to be about positioning. There is very little tank damage happening throughout the encounter, but where the tank stands can be highly influential.
During Phase One, the off-tank should be attempting to handle as many mechanics as possible, while the active tank tries to keep their Ice Shard stacks from getting too high.
During Phase Two, the active tank needs to bring the boss around the room as the raid goes through ordnances together. Additionally, the tank needs to be careful where they drop their Avalanche.
During Phase Three, the active tank needs to be very cautious with Crystalline Dust. The tank is also responsible for keeping the rest of the raid safe with frequent movement, and picking safe locations to stop.
4.6. Healing Concerns
Due to the sheer length of this fight, the primary concern for healers is generally going to be Mana efficiency. However, there are some mechanics that cause the raid to take fairly heavy damage.
During Phase One, the most troubling mechanic will be Ring of Ice. Ring of Ice will cause the raid to take moderate damage and also become rooted. Healers will need to dispel as quickly as possible to avoid high stacks of Chilling Touch, and to allow the raid to get back to their normal positions.
During Phase Two, healers should be prepared to spot heal players with Siegebreaker Blast, and to some extent Broadside. During the Flash Freeze intermission, healers should be contributing as much damage as they can to help the raid kill the Ice Wall in time.
During Phase Three, healers will likely be dealing with constant attrition as well as occasional bursts of damage via Orb of Frost. This phase will become significantly harder as it progresses, so if possible healers should be doing damage as well.
- 18 Jan. 2019: Added TL;DR and Strategy sections and greatly expanded ability section.
- 23 Oct. 2018: Guide added.
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