Having done all the encounters at least at the LFR (and the later ones at the Flex level) level, I want to present some thoughts on this expansion’s raiding tiers.
Thus far, I’ve only been able to do the Timeless Isle and Throne of Thunder with regards to patch 5.4 so this view might be slightly tainted. I have viewed various streams containing the new Siege of Orgrimmar and have heard how Flex Raiding has gone. So with that in mind, I’m going to offer my thoughts on the current patch (with some spoilers).
I’m thinking of taking a break sooner than I had hoped when it comes to World of Warcraft. My main game as people might expect is working on receiving drops from LFR and getting Valor Point capped. Unfortunately, LFR has been getting ridiculously frustrating for numerous reasons and is causing me far too many unnecessary headaches to enjoy the game.
I think I must be feeling another World of Warcraft burn out coming down the pike. Truthfully though, I probably have played the heck out the game in the past few weeks, trying to gear up my toons in preparation for the patch 5.4. However, the activity is just excessively time consuming in trying to accumulate Lesser Charms for the Rerolls, Valor Capping on one toon to start the week, getting into world boss runs that end up failing and the growing queue for LFR. With two more toons left, I felt that I should probably slow down since I’ve hardly received the drops from LFR that I really need and have been dealing with really bad groups on top of the horrible queue times.
This blog on World of Warcraft will be a hodge podge of random thoughts and things I’ve been working on recently. I’ll actually reverse the order and start with stuff I’ve been doing lately in the game. Although I started a small project for calculating the yield of farming enchants, I ended up being side tracked since I’ve been utterly focused on what I’m calling the “500 Club” or rather “getting my toons to a minimum of ilvl 500.” The thing I’ve discovered is that to really maximize each toon for a given week in terms of valor points and gear, you really require quite a bit of time. In my case, it takes roughly a day of dedicating myself to each toon. I’m not talking about a full 24 hours devoted to every little activity, but roughly a day of focus.
With 10 level 90s, I have to managed to gear them up pretty decently. Right now, my lowest geared toon is ilvl 487 (with my highest being 504). I’m almost complete in running each one through Throne of Thunder but the entire process is extremely time consuming. As a result, I’m forced to plan a bit in advance the runes I manage to pick up each week and Valor Points.
Tonight I got into a reasonable LFR group for part 2 of Throne of Thunder. On the last boss, some warlocks ended up creating a mass of Demonic Gateways. Now, normally I would have thought that this would be a good way of handling the Down Draft and I might have tried a similar thing using my warlock. However, it turns out that if you put the Demonic Gateways far too close to the eggs, you can bug them out such that they despawn, practically making the rest of the Ji-Kun encounter undoable.
Now, for the final part of this guide. Part 4. By now, you should be pretty pumped to defeat the current adversary of LFR. And the final encounters are more or less decent with Lei Shen being mid to hard depending on your group. At this stage, I think most groups can one shot him and it’s all about communication. But let’s start with everything leading towards the conclusion of the Throne of Thunder.
First, you’ll pick up the last area where you’ll face spiders, blobs and lizardmen en route to your first boss. None of these are challenging and some tanks might just try to gather up as many as fast as possible since these mobs don’t pose a great deal of threat to the raid. Once you reach the door, you’ll face a group of stone lions and two mini bosses. Pretty much you can go AoE nuts on these mobs until you face the mini bosses. The mini bosses have a cone ability and knock back. But truthfully they aren’t much of a threat and provide an additional 20 Valor Points.
Most of this fight will be a tank-n-spank + stay out of shit type of fight. Your tank will pick up Iron Qon and for the first phase, you will be focused on dpsing him. The one mechanic you need to watch out for is his throw spear. When the spear lands, a small maze of fire will spread in various lines. You need to avoid this fire as it will give you a debuff that causes you to burn. If you can’t attack him, don’t try skipping over the fire but try running around. Hopefully, your tank will position him correctly.
After you nuke down his mount, he will mount a new one and take to the sky. You will be sucked into the middle of the room where tornadoes spawn. You’re supposedly to fight your way out of the center. Sometimes, warlocks might create Demonic Gateways to the safe zone. If you’re caught in the tornado, you will be stunned and swirled around. So do what you can to get to the clear end of the room.
At that point, he will continue chucking his spear to create two more sets of lines in lightning and ice. The ice will slow you so you’ll want to avoid it as much as possible. And it will cause a debuff on you as well. During this phase, he will put up two shields. A good tank will position him so that you can move around him and attack his unguarded sides. I believe you can also get “glued” to the floor during this phase if you stand in the ice. So again, you want to avoid the lines on the floor.
Once you destroy his mounts, you face Iron Qon himself. Here’s where you want to blow your cooldowns and bloodlust. It’s very damage intensive so you might want to stack up so your healers and lay their AoE heals down on you.
Next you’ll face another group of adds which aren’t too tough on the way to the Twin Consorts.
This fight is another pretty easy fight. There is a mechanic of doing some odd drawing thing but leave that to the experts. Most of this fight you will be facing one add or another. There are two: blue and red. You start off fighting blue and this phase is pretty straight forward as it’s just a tank-n-spank fight. Red is slightly more difficult as the consort ends up being a slight chase type of fight. Your tank will kite this add towards the blue ice crystals around the room. At the same time, the red consort will rush off and return causing the Flames of Passion to spawn in her wake. Just avoid stepping in these. The objective in this fight is to typically get each add to 20% (or whatever low percentage) health then nuking red and finally blue. Not much of a description from me just because this fight is pretty simple overall.
The next group of adds are pretty damage intensive. You’ll face a Lightning Guardian and Thunder Lord twice in two separate rooms. The main issue is that they have an ability called Conductive Shield. When it’s on, you want to avoid attacking the add because you’ll damage yourself in the process. There will be a ton of lightning damage going out, so you’ll want to watch your health as you fight these adds. Again defensive cooldowns and any extra healing helps here.
Defeating the first pack, you’ll go up a stair way en route to the next group. You’ll want to rush up the stairs because it becomes charged. Ranged can stand where the platform is on the outside to avoid the damage. So again you’ll want to just avoid taking too much damage. Once you kill these two off, you’ll face your final encounter.
I think at this point many groups are one shotting this boss. You’ll have your occasional rotter group with the poisonous jerks who’ll do things to grief parties. But mechanics-wise this fight is actually pretty easy. The first thing is that the raid leader needs to set up signals around the room on the four corners with separate colors. At that point, someone (preferably the raid leader) needs to define the groups who will be assigned per corner. Because LFR is 25 man, you’ll have 4 main groups with the 5th group spreading. Each corner should have at minimal one healer. To figure out which group you belong to, look at your toon’s portrait. Above it you’ll see a small “Group #” denotation. So if the group says purple group #3, then during the intermission phase, you need to run over to the purple signal that your raid leader has set up.
Once the tank pulls, you’ll essentially run around the room to each corner. For the first phase, you need be wary of the lightning whip (which looks like a giant grayish mark on the ground) and the Thunderstruck abilities. When you see these, stand on the opposite side so you don’t get hit.
After moving to each corner of the room, you’ll enter into the Intermission phase. This is where the setup that I mentioned earlier plays a key part. Once you group up, you’ll face 1-4 mechanics. First, you might see someone turned into a giant (Overcharged). Everyone needs to stack up on that person in the group. Second, you’ll see someone with a blue arrow above their head, which is the Static Charged mechanic. Again stack up with that person. Next, you’ll see a pool of blue on the ground (Diffused Lightning). Make sure each person covers them in your area and cover spots that are empty. If you miss, an add will spawn.
Eventually, the intermission phase ends and you will face Lei Shen again. This time, one section of the room will be charged up so most people will avoid it during the second intermission phase. Some of the key differences in this phase while you’re fighting Lei Shen is that you may encounter more bouncing balls and tons of adds. DPS adds if they appear and make sure you cover the bouncing balls area before they hit the ground. This will repeat until you reach the intermission phase where you repeat the tactics from the previous paragraph again.
Once that phase is over, Lei Shen will be in the middle and most tanks end up tanking him there. This part will be a semi-movement heavy phase, combining different aspects of the previous phases into this one. You have to watch out for the conductive ground and will need to once again watch out for both the lightning whip and the Thunderstruck mechanics. This time, you’ll be put into a pushback type of mechanic similar to Lei Shi. So you need to move behind him asap. Again at this phase, blow all your cooldowns, bloodlust and nuke him down while avoiding the whip and other mechanics.
At any rate, that’s my little LFR guide to Throne of Thunder. I hope you enjoyed it. It’s probably not the best guide out there by a long shot but I hope to give you enough of an overview of what to look out for just to get you started. Some small pieces of advice in addition to all of this:
- Focus on mechanics for boss fights above all else. Don’t worry about being a turret and tunnel vision on a single monster. Worry about the environment and get a feeling for how an encounter is structured.
- Focus on survival next. That means always be wary of mechanics in a fight like watching out for stuff on the ground or watch out when you’re health rapidly drops. Always be mindful of debuffs you have and avoid situations where your stacks grow too high.
- Always let the tanks pick up the threat. I’ve been in too many situations where I became overly enthusiastic, started attacking a boss then would get one shot because I ended up becoming #1 on the threat meter. If you need it, get something like Omen to help you monitor your threat. Fights like Ji-Kun can inst-kill you if you’re not careful.
- Learn the environment. Study it. Get a feeling for it. Ask questions if necessary. But don’t be a dunce head and dive in head first before everyone. Let people guide you so you don’t make the mistake of others. In short, try following and not leading.
- Be patient. For myself, it takes roughly 3 tries before I feel comfortable on these encounters. With 10 90s, I have a lot of opportunities throughout the week to master these encounters. It’s all about patterns and learning where to be and what to do at the right moment. But you need to give yourself the chance to learn and master these encounters.
- Communicate with your group. Never forget the Golden Rule. Be respectful and if things go really well, mention it to people. LFR has a horrible reputation because people with negative attitudes contribute their mental damage to others and this disease spreads like AIDS. However, you should give praise to help mitigate this damage and compliment your group when things do go well. I believe that LFR is a great tool but a lot of the damage can be reversed through proper communication and having a positive attitude.
Now, it’s time for Halls of Flesh-Shaping. Let’s get started.
The first thing is that you’ll be faced with a bunch of swamp like-monsters circling around a platform. As you DPS down these foes, occasionally you’ll be ported over into a purplish-maze and must fight a tiny creature. Keep in mind how this maze-like prison works as it’ll play a significant role in the upcoming boss encounter. Once you down the three bog creatures, portals around the room will open up, where giant versions will appear. Your tank ought to pull one at a time (for a total of four). Lots of AoE damage will go out and you’ll be forced to find a hidden add that you need to down quickly to prevent more AoE raid damage from going out. Once the fourth large add goes down, move back towards the entrance (or at least get out of the center of the room) to face one of the most difficult bosses in LFR to date:
Durumu the Forgotten
Quite honestly, this boss has been nerfed significantly to the point where groups can now one shot Durumu. The fight is really easy at this point except for a single phase. Despite all of this, people can still screw up because they’ll most likely panic and do something stupid. The first thing to know in this fight is that the shit on the ground is always going to be bad. So avoid it at all cost as much as possible.
Next, you might occasionally be targeted by a Lingering Gaze effect. If that happens, run out of the center to drop a puddle of purple stuff. Along with that you’ll see some purplish stuff from the “Force of Will” cone that looks similar to the maze formation you might’ve witnessed earlier. You need to get out asap or you get knocked off the platform.
Sometime after, you’ll see three distinctly covered beams that may or may not target you. If you’re targeted, run in a circle around the room to uncover adds. There will be three adds that will spawn once you uncover them. When you find them, nuke them down. If you’re not focused, DPS the boss until the adds are uncovered.
Lastly, is the most infamous mechanic of any fight that I’ve seen that has caused a great deal of grief to LFR and required all the nerfs just so the people in LFR can survive. It’s the maze/Disintegration phase. This phase is the raid wiper and has garnered an enormous amount of hate. At the same time in it’s current format, you can still one shot the boss (I’ve seen it where we only had a single death, which might be an LFR record). So let me get into this aspect.
Once Durumu starts the Disintegration phase, you must run to the guide. Someone might have a marker to indicate being the leader. The most important aspect to this phase is surviving. Forget DPS unless you know the mechanic. You have two options in this phase, an inner group or outer group. I highly recommend the inner group because it’s easier to navigate. Most people will gather up in one spot, which I believe is near or under where the beam will spawn (but it won’t start dealing damage). Once people are gathered, you need to navigate through the maze. The maze will deal damage if you hit it and if people weren’t careful in dropping off their purple puddles, you might step in some. Some people might blow defensive cooldowns while healers try to drop as much healing as possible. The thing is that the openings to the maze (i.e. clear/safe spots) slowly. So don’t panic and move through as much as possible without taking damage. You must avoid the eye beam at all cost though as it can one shot you.
If you manage to survive the eye beam phase and most of your raid is alive, then burn the boss as fast as you can. With the exception of Lingering Gaze and Force of Will, you can ignore the other mechanics in this fight (i.e. the add portion). Just make sure you nuke Durumu down before he goes back to the maze phase.
In general, the two things I focus on are staying alive during the maze aspects and DPSing the boss down as hard as possible. Blow your cooldowns at the beginning including Bloodlust. You want to make sure Durumu is nuked down as fast as possible before the maze phase since there’s no guarantee how many people are left.
If you succeed in killing Durumu, then LFR for the most part will seem pretty easy from here on out with a few smaller hiccups. After that, you’ll face another add gauntlet. Your tank will pick up these red oozes. Don’t DPS them until he stops. Eventually, he’ll gather a large group up along with a Malignant Ooze. Now, you’ll have to be a little careful here because upon killing these oozes, they explode causes a great deal of raid damage. So just mindlessly AoEing them might destroy them fast, but you’ll still face the risk of killing your raid (unless your healers are superior). I tend to go single target for these to bring down the risk.
Eventually, you’ll end up in another chamber where you face Primordius.
This encounter is fairly simple but it can be confusing the first time through. The thing is that you need to wait for your tank to pick up Primordius and then waiting for these red oozes to spawn from around the room. Focus on killing these oozes. Once they die, stand in them to receive a buff. You need 5 of these to become transformed for which you can start nuking Primordius. Your tank will kite Primordius in a circle so it’s important to keep up as much as possible.
While that is most of the fight, you have to pay attention to your buff. Once it goes away, you’ll need to pick up another 5 stacks. I’ve heard that you don’t need all 5 but it’s probably easier just to keep the transformation aspect up. So you might have to kill more of the oozes. But keep on the look out for the remnants of other oozes. You will want to pick them up before Primordius as they can buff him instead. Also, you’ll want to be wary about the raid wide damage going out. The other thing is to avoid purple puddles as these are considered bad. Overall not a hard fight but most of it is just environmental awareness.
The next part is a few simple add packs. The two guards at the door are simple. Just make sure you attack from behind because they can stun you. Then you will fight a group of Dark Ritualists. Honestly, there’s not a lot which makes this fight special except that they have a buttload of life and it feels unnecessarily long. There is a Dr Who culture reference in the achievement but that’s not important.
Dark Anus….I mean Dark Animus
Before I talk about the strategies of this fight, I want to share this little anecdotal on one of my LFR encounters.
Raider1 (right after porting in): “Which boss are we on?”
Raider2: “Dark Anus”
Raider3: “That’s what she said.”
Sorry, I can’t call this encounter Dark Animus anymore after hearing that. Heck, even typing Dark Animus out, I’m always tempted to change the “i” to a “u”. That said, after dealing with this hectic fight, there’s good reason to call this along the lines of the rectum. The fight starts off chaotic but slows into a boring tank and spank. So what to do?
The first half of this encounter involves three types of adds where you face four sets of golems that start off in great numbers and are smaller, leading to activating Dark Animus. The first set of golems (Anima Golems) will spawn on two sides of the room. Most times the tanks will split up, each one taking one half of the golems. People might focus on one group of golems while the other tank holds their half of golems. Single target these smaller golems so that the Large Anima Golems will be activated.
Large Anima Golems are what end up causing wipes. The thing is that if you kill too many of them quickly, a large number of these guys will spawn. But the problem is that they have an ability called Crimson Wake, which causes these puddles of red on the floor. Quite often, the uninitiated will leave tons of these Crimson Wake puddles around and people will stand in them, causing chaos and the raid to wipe. If you get targeted by Crimson Wake, you need to find a corner of the room to drop it off.
The object of that phase is to eventually activate the Massive Anima Golems. Usually, what I’ve seen is that once one group is activated, people keep switching to the next bigger group, up until Dark Animus. With the Massive Anima Golems, the only thing you need to deal with Matter Swap. That’s more of a healer mechanic, but you might find yourself slightly discombobulated when you switch spots with the furthest person in your raid. But just DPS these until Dark Animus is activated.
Once Dark Animus is activated, focus all your attention on this thing. Pretty much at this point things become a tank-n-spank encounter. Avoid casting when Interrupting Jolt hits or you’ll be silenced.
Next I’ll cover the last part of Throne of Thunder.
Again, I’m writing this series just because I’ve gone through Throne of Thunder LFR so many times that I wanted to share my experience (and frustrations) with others who might be in a similar predicament. Also, I wanted to split up this blog to make it easier to digest as the entire thing will end up becoming too unwieldy if I place the entire thing into one page. So let’s continue.
This section of LFR becomes what you call the standard “dungeon crawl”. It’s got a nice eerie feeling as you make your way towards Lei Shen and contains tons of horrors. For the casual player, the real horror is trying to familiarize yourself with the layout of this place. Whereas the other wings are more or less linear, the Forgotten Depths can be a spot where a new player can easily get lost and wreck havoc due to the design of the zone. You have tons of mobs, some hidden, some pretty overt. But the one thing in common is that most groups want to rush through the zone. Experienced players will understand how to navigate the area and avoid mobs. But to the new player the entire place will be a confusing maze.
Once you zone in, you’ll see a HUGE turtle and will face three packs of bats. The first pack is pretty simple and can just be AoE’d down. The next two packs have the potential of wiping most LFR groups. In these packs, you’ll face three Giant Bats, who have the ability to silence your group. You will want to make sure your tank only pulls a single pack because a bad group will end up missing the opportunity to interrupt their silencing ability and remove the healers’ ability to keep your tanks up. Again, if you die, just run back in since the entrance is close by.
After getting these bats down, you will face…
I would argue that this fight forces ranged DPS to be on their game. The fight is primarily an add fight where you have two sets of adds. One group are spinning turtles that are summoned by Tortos while another group are cave bats. Most groups have ranged on turtles while melee go on the bats.
As a ranged DPS, your job is to focus on one turtle and get them down. Once they’re down, they are left on the ground and can be kicked via your new action button. They should be kicked just before Tortos does his breath attack as it will interrupt the breath attack and prevent unnecessary damage. Usually, you should let someone familiar with the kick tactic to handle it.
Melee DPS have it a little easier. When the cave bats spawn, your tank should gather them close to where Tortos is. A good tank will bring them as close to Tortos as possible so that you can hit everything with AoE assaults. These bats do high damage so you want to avoid accidentally grabbing aggro from a tank. Most of the time, I stay on the boss and only attack the bats if once they’re near the boss. Sometimes you can spot a good or bad tank depending on how well they know these tactics. Some tanks might (with the help of good AoE dps) bring down most of the cave bats themselves, so you can just focus on Tortos.
The main things you need to watch out for in the encounter are the falling rocks (blue circles on the ground), moving out of the way of the turtles (fling you into the air) and Tortos’ breath attack. Outside of that, this encounter isn’t that bad in terms of difficulty.
After Tortos goes down, you’ll face what I argue is the toughest non-boss aspect of LFR and is what can cause raid-wide wipes for Part 2. The next series you must travel through the caverns to unlock the next boss. This part of the instance becomes slightly non-linear as there is a certain path you will take en route to Magera. While the adds individually are not dangerous, the most difficult aspect of the caverns is avoiding adds. Many groups prefer avoiding adds so they will go through great lengths just to avoid an unnecessary encounter (which if you ask me is stupid because the time to deal with wipes versus just killing all the adds along the path tend to favor the ladder, not to mention the repair bills).
So the best piece of advice is to mount up and keep stick with your tanks. The thing is that there are these rock spider creatures that have a hideous bug (pun not intended) where even if you’re in a “safe” zone, they can teleport you to their location if an encounter with them starts. On top of that, they will summon more of their kind, which end up overwhelming the raid. Usually, this occurs if someone dies and tries to run back to the group on their own as they inadvertently might pull a group of adds.
If you die with your group to these adds, stay dead. Wait for a mass resurrection because the run back is far more painful than sitting on your ass for a few minutes. Some groups might have a few assholes and will force you to run back. Try your best and try to get a feeling for the layout. I would argue that the first thing you should do before Megaera is to really get a feeling of this layout. Forget trying to be #1 on DPS and learn the route because you don’t want to be that guy that constantly wipes the group because you can’t get back to your body. And trust me, if you’re that guy, you’ll find yourself re-queuing for LFR very fast.
Next to Jin’rokh, Megaera has to be one of the easiest bosses in Throne of Thunder. You have two things to do: green-red (i.e. right-left) until Megaera is dead. And the flaming thing. Okay, the fight is a little more involved than this so let me go into a little more depth. First, once you arrive at the little area near Megaera, don’t run around like a dumb ass. Opposite of Megaera is a group of those spider adds just waiting for you to fuck up. Good groups will clear that section so that during the Megaera fight, people won’t accidentally pull them. If your group doesn’t bother clearing the adds, then you’ll have one more factor to worry about in this fight.
Next, the fight is really about tanks and healers. Tanks have the responsibility of facing the heads away from the raid. I’ve seen some tanks accidentally (and sometimes purposefully) point the heads at the raid. If this happens, the heads will spew poison or fire on your group. You can side step it but you have a small area to avoid getting breathed on by both heads. For this fight, you pretty much want to stack up with the group the entire time. The reason is that once in a while you’ll see a giant bomb dropping onto you. So you want to be in the radius of healers’ AoE spells and any group protection buffs made available.
The second reason why you need to group up is that after killing a head, Megaera will go into a Rampage, causing massive AoE damage to the raid. You absolutely have to stack during this phase. It’s most a healing check so as a DPS you shouldn’t have to worry about anything. Typically, I try to help out by using any defensive cooldowns and/or spare healings that I might have. Also, as a DPS, I tend to blow my cooldowns on the second and last head. If I have a bloodlust available, I’ll save that for the last head as well.
The final aspect you need to watch out for is Cinders. This ability can fuck up a raid and piss people off. The thing is that if you get Cinders, you need to run out of the raid asap. Priests have to dispel the Cinders but only once you’re safely away from the raid because it will leave an effect on the ground. Obviously, if you’re inside of the raid when this happens, people will want to beat the living shit out of you. So get the fuck out. Now, here’s where you need to be extra careful. You want to avoid dropping the Cinders in the middle (where the blue head is) and you want to not move too close to where those adds in the back of the cavern are. That’s where the accidental pull can occur and where certainly the raid will kick you out.
Some additional aspects to this fight. As a combat rogue, you need to be extra careful. I’ve found combat rogues to have a tough time in encounters like these. What makes this encounter tough are Killing Spree and Ambush. The problem is that the positioning of Killing Spree and Ambush are pretty buggy because of their mechanics. Sometimes I might accidentally use Ambush and end up in the water or in some other strange spot. You don’t want this in an encounter. So I highly suggest that you just avoid using either. Keep it simple, just use your main DPS abilities and get carried fort his fight.
As a warrior, if you get Cinders, there’s a certain temptation to use your Heroic Leap since it’s easy to discharge Cinders safely away from the group. I almost had a heart attack the other night when I put myself near the adds. Fortunately, I was just far enough away to avoid pulling them (yet for some stupid reason the healers never bothered dispelling the Cinders from me so go figure).
For warlocks, you can set up a Demonic Gateway between both head locations. This is a nice convenience for your raid. It can be a slight help to healing since usually at the end of killing a head, they’ll throw down a bomb on the raid and can be avoided by getting out asap.
After putting down Megaera, you’ll have one more gauntlet of adds to hit and your last boss for this section. The next part is not tough but has the image of being scary because of a certain snail add. Truthfully, the bug adds leading up to Ji-Kun are really simple and most can be avoided. The idea is that as you make your way towards Ji-Kun, you will see glowing bones on the ground. If you step on these bones, you will cause an add to spawn. They aren’t tough but the less adds you have to deal with the better.
Another thing you need to avoid is this reddish fog. It’s a nasty poisonous DoT that you need to run out of asap. It’s easy to tunnel in on killing an add like a snail but completely forget that you’re inside of the fog and end up dying.
The only other add that you need to deal with is the giant snails. During the first week of this wing’s release, the forums on Blizzard’s website were filled with complaints about dealing with these snails because most people were being one shotted. This aspect has greatly lessened but overall you still will see people dying to them (hence partly why I’m writing a FULL guide to LFR, not just the bosses). The snails have the ability to insta-kill anyone who stands in front of them. So you need to DPS them from the side or rear. If you must DPS from the front, just be aware that they have a fairly large hit box (I’m not 100% certain about the range but you can DPS them from the front and remain safe).
Occasionally, you will be targeted by the snail with the little aggro eyes sign. If that happens, you’re best bet is to kite them along one side of the stairs (not the middle) and slow moonwalk, I mean move backwards while ensuring that you keep enough distance to damage the snail and stay alive. After you finish off these adds, continue avoiding glowing objects and head towards the Ji-Kun platform.
Ji-Kun can be easy or difficult depending on your role. Fortunately, you have the option of choosing what to do. The idea is that there must be a group dedicated to handling the nest. The nest group requires 3 DPS and 1 healer. This group flies from nest to nest and destroys eggs and probably the most important group to the encounter. Obviously, as someone new to these encounters, your best bet is to stay quiet and let other people do this job. If you feel adventurous, you’re probably better off finding a video showing you how to follow the group. A bad group will cause a wipe so I don’t recommend going in unless you have a group of really cool people who are willing to show you the ropes.
If you’re like me, lame and just wanting to hit the boss, the rest of the fight is pretty straight forward. Most of the fight is minimizing how much green goo you step on. Ji-Kun will do a “Feed Young” ability which spawns the green goo. If you stand in it, you can despawn it but you will also have a debuff that stacks and causes you to take additional damage in the future from these piles of green goo. You want to avoid stacking these up as you can die quickly from the damage.
For the boss’ Caw ability, you’re supposed to spread out. Now, here’s where if you’re a ranged it can get slightly interesting tactically. There’s Down Draft (which I will discuss) and the Feed Young green goo you need to worry about. While spreading out will prevent you from getting killed faster, Down Draft can cause issues as you might get flung off the platform. Now, what you could do is spread out for Caw then move in closer afterwards in anticipation for Down Draft. That way you can avoid being flung off the platform.
For Down Draft, there are two things to do. First, you’ll need to make sure you have some sort of movement boosting effect. For Hunters, DO NOT USE ASPECT OF THE PACK. Use Aspect of the Cheetah and make sure you Glyph it so you don’t daze yourself (I thought about doing a reverse Disengage but never tried it). For Paladins, I found that the passive 20% movement boost during this fight works well compared to the ability where Judgment gives you the 45% boost. If you’re a druid, you can use your Stampeding Roar. Usually, I’ve found that Down Draft occurs around 3 times per Ji-Kun fight, so you’ll more than likely only be able to use this for the first and third time. Other classes should have some form of a movement booster so check up on your talents and abilities to see which one you use. Also, make sure you position yourself facing one of the “longer” ledges. That will help if you have problems falling off. Lastly, if you do have a really good movement boost, do not immediately start attacking Ji-Kun when Down Draft is finished. There’s a chance that your tank might not have the highest threat during this phase. If you attack Ji-Kun with a high DPS attack, there’s a very good chance you’ll end up being one shot.
The only other mechanic in this fight to worry about is Quills. Again, this is a healing phase but you should make sure you have a defensive cooldown ready.
Beyond that most of the fight is easy as there isn’t much movement outside of avoiding the green goo and Down Draft aspects. Some people save Bloodlust towards the end once the nests are finished. It really depends on the group so again look out for raid calls when possible. I’ll go into part 3 next.